Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: Rococo on March 10, 2018, 10:25:42 am

Title: What should Dominion do next?
Post by: Rococo on March 10, 2018, 10:25:42 am
Sets often take something that have been done a little and really focus on it, like Dark Ages and trashing, Empires and Victory tokens, Nocturne and bringing in extra piles for example. Just out of curiosity, what previously done Dominion mechanic do you hope they focus on next?

I'd like to see coin tokens or cards that give opponent a bonus when you buy or play them.
Title: Re: What should Dominion do next?
Post by: Gazbag on March 10, 2018, 10:48:02 am
More animals!
Title: Re: What should Dominion do next?
Post by: LastFootnote on March 10, 2018, 10:49:56 am
The thing I'd most like to see a greater focus on is bald people. Guilds had a small baldness sub-theme, but I think it would take a full-size set to fully explore what the mechanic has to offer.
Title: Re: What should Dominion do next?
Post by: Fuu on March 10, 2018, 11:45:25 am
Pirate Ship coin tokens basically got a new mechanic and a bunch of cards that use it in Guilds. I feel sorry for Embargo tokens that still just have only one card that uses them. I thought about how maybe 'curse tokens' would be interesting as a mechanic - you curse your opponent and in general they can't trash it because it's a token, but at the same time it doesn't slow them down like curse cards do. Then I realized that you could just give yourself a victory token instead and it's the same net effect. Oh well.

One of the cardinal rules of Dominion appears to be: two cards with the same name have the same effect. E.g. the cards in the Ruins or Knights pile have different effects, and different names to go with it. Maybe that rule could be played with. For example you could replace the curses pile with a pile of new cards all called 'curse', but which have a small variety of slightly different effects, e.g.: "-1VP" (vanilla curse); "0VP, when you gain this discard a card"; "0VP, when you trash this gain a curse" (since there's variety in the curse pile it's not like you'd never be able to get rid of them).

Don't know why I have curses on the brain. Since buying Adventures, Dominion IRL appears to have gotten 'faster', and some way of extending the game length would be nice so you have more time to enjoy the deck you built. I guess Prosperity achieves this by giving you more powerful victory cards so that you often have to build for longer to reach them; it would be nice to see if there's some other mechanic that could lengthen the game time, without e.g. just resorting to more powerful attacks.
Title: Re: What should Dominion do next?
Post by: brokoli on March 10, 2018, 01:22:28 pm
I think with all these new cool expansions, base treasures are starting to be a little bit boring.
It would be nice to have more cards that cares about copper, silver or gold (like Explorer, Coppersmith, Noble Brigand or a few landmarks) or more cards that works like Black Market or Storyteller : you pay treasures during your action phase to get cool things. As engine players, we got the reflex to want to draw action first, and treasures at the very end. These kind of cards make having silver at the start of the turn a benefit rather than a painful "dead" card in hand.
Title: Re: What should Dominion do next?
Post by: Commodore Chuckles on March 10, 2018, 01:26:24 pm
The next expansion will be Scout themed. It will include such game-changing cards as Scoutsmith, Scouting Village, Scout Market, Scout Witch, Royal Scout, Treasure Scout and Ruined Scout.
Title: Re: What should Dominion do next?
Post by: Eran of Arcadia on March 10, 2018, 01:33:20 pm
Ruined Scout.

How can they tell the difference?
Title: Re: What should Dominion do next?
Post by: Cave-o-sapien on March 10, 2018, 02:31:44 pm
Ruined Scout.

How can they tell the difference?

(https://i.imgur.com/fsorPg4.png)
Title: Re: What should Dominion do next?
Post by: Ghacob on March 10, 2018, 04:33:17 pm
Ruined Scout.

How can they tell the difference?

(https://i.imgur.com/fsorPg4.png)

Strictly than Ruined Village!
Title: Re: What should Dominion do next?
Post by: werothegreat on March 10, 2018, 11:09:14 pm
Cards that give you benefits for doing physical exercise.

"+1 Card, +1 Action. You may do 15 jumping jacks, for +1 Card."
Title: Re: What should Dominion do next?
Post by: crj on March 10, 2018, 11:29:48 pm
(https://i.imgur.com/fsorPg4.png)
Aha! The long-awaited promo card with a Hanabi theme!
Title: Re: What should Dominion do next?
Post by: greybirdofprey on March 11, 2018, 04:04:02 am
"Turn over a sand timer. If it is empty before your next turn, then at the start of that turn +1 card."

Ruined Scout.

How can they tell the difference?

(https://i.imgur.com/fsorPg4.png)

Strictly than Ruined Village!

There are probably some rare cases where this is more useful than ruined village.
Title: Re: What should Dominion do next?
Post by: Shvegait on March 11, 2018, 09:04:51 am
"Turn over a sand timer. If it is empty before your next turn, then at the start of that turn +1 card."

Ruined Scout.

How can they tell the difference?

(https://i.imgur.com/fsorPg4.png)

Strictly than Ruined Village!

There are probably some rare cases where this is more useful than ruined village.

1) If you already know the identity of at least one of the 4 cards (its exact position), you could change its position
For example, this card could give some benefit with Wishing Well. If one wish fails, you can play Blind Scout, and move the top card to the second-from-top position, then your next Wishing Well could hit guaranteed.
2) If you want to trigger a reshuffle.
Title: Re: What should Dominion do next?
Post by: Holunder9 on March 13, 2018, 05:19:56 am
I think with all these new cool expansions, base treasures are starting to be a little bit boring.
It would be nice to have more cards that cares about copper, silver or gold (like Explorer, Coppersmith, Noble Brigand or a few landmarks) or more cards that works like Black Market or Storyteller : you pay treasures during your action phase to get cool things. As engine players, we got the reflex to want to draw action first, and treasures at the very end. These kind of cards make having silver at the start of the turn a benefit rather than a painful "dead" card in hand.
Not so sure. At least Empires was fairly Treasure-focused: Encampment and Legionary want Gold, Conquest wants Silver and Catapult doesn't mind extra Silvers in your deck.
Title: Re: What should Dominion do next?
Post by: ednever on March 13, 2018, 11:43:54 am
I had a dream about this last night.

My "Dream idea" was:

"Tournament Dominon"

There were cards that you could buy that were something like Heirlooms. You bought them in "game 1" and then they started in your deck in "game 2" against the same opponent.

Stuff like this:

$8 Ongoing Silver
Worth $2
____
Replaces a starting copper in your next game
Type: Treasure / Ongoing


-=-=-=-
$6 Ongoing Necropolis
+2 actions
_____
Replaces a starting Estate or Shelter in your next game
Type: Shelter / Ongoing

-=-=-=-



You could imagine lots of variations. Cards that are bad this game, but good the next. Or good this game, but bad in the next (but only if there is another game happening). Cards that stick around multiple games (not just next game). Cards that shift VP from one game to another, etc.


Obviously very different than anything Dominion has done before, could easily be game breaking (lets people who are killing it in a game, get a leg up next game - almost the opposite you would want to happen), and doesn't fit for casual players who will only be playing one game, and what do you do about resigns? Ideally you would want to buy these near the end when you are already ahead.


So likely one of those dreams that will not come true....

Ed
 
Title: Re: What should Dominion do next?
Post by: weesh on March 13, 2018, 12:19:42 pm
...
There were cards that you could buy that were something like Heirlooms. You bought them in "game 1" and then they started in your deck in "game 2" against the same opponent.
...

I don't like the idea of unbalancing the players.  but if the change was global and fair, I would be happy to try and see how it went.

---

A completely new thing (sorry OP) I'd be interested in is better balance between going first and second.
In go, the player that goes second gets (specifics depend on the ruleset) 6.5 additional points as a handicap, which evens out the victories and eliminates ties.
Is there some interesting bonus to make the two positions more equal?

---

An "old" thing I'd like to revisit is "variety matters".  I love the variety cards in cornucopia, and was thrilled to see conclave and imp in nocturne.
Title: Re: What should Dominion do next?
Post by: samath on March 13, 2018, 12:22:43 pm
Dominion Legacy! That might be pretty cool. Although some of the fun of Legacy games is that you don't know what's coming next.
Title: Re: What should Dominion do next?
Post by: spiralstaircase on March 13, 2018, 12:36:30 pm
Dominion Legacy! That might be pretty cool. Although some of the fun of Legacy games is that you don't know what's coming next.

Your Dominion Enlarges
Types: Event
Cost: $10 and 2 VP tokens

Open Box C.  Perform the instructions on the card inside, then destroy this card.
Title: Re: What should Dominion do next?
Post by: crj on March 13, 2018, 04:12:26 pm
Turning that on its head (and I do notice this is rapidly veering into variant/fan territory rather than general discussion), one of Reiner Knizia's signature game elements is what I'll loosely call "eras": you play the game a bit, then some proportion of the game state is swept away while other parts survive into the subsequent era.

So instead of having something survive between games, there could be something which happens in the middle of a game and resets a bunch of stuff.

As a random example intended more to show what I mean than to actually play well: have a pile which, when selected, has you pick an extra pile that you stack underneath it like an Empires split pile. When, after someone's turn, the top half the pile is gone, immediately everyone may set aside as much of their deck as they like until game-end scoring, gains 7 more Coppers, shuffles, draws 5.
Title: Re: What should Dominion do next?
Post by: weesh on March 13, 2018, 04:38:08 pm
As a random example intended more to show what I mean than to actually play well: have a pile which, when selected, has you pick an extra pile that you stack underneath it like an Empires split pile. When, after someone's turn, the top half the pile is gone, immediately everyone may set aside as much of their deck as they like until game-end scoring, gains 7 more Coppers, shuffles, draws 5.

I hate that example. But I like how you think.

The players should have some level of control, so that one person doesn't suddenly get first dibs at a premo pile.
I dunno, some trigger that you can work towards, like first person to play 7 actions in a turn.

But honestly, just more split piles would be nice.  It's a very simple execution and still adds an interesting pile management element to the game.

---

More mini-quests, like leprechaun and magic lamp, would be nice too.
More travelers would be great, especially if they have fewer steps, because then they could be more modestly powerful, and not so game warping.
Title: Re: What should Dominion do next?
Post by: Cave-o-sapien on March 13, 2018, 05:14:03 pm
Turning that on its head (and I do notice this is rapidly veering into variant/fan territory rather than general discussion), one of Reiner Knizia's signature game elements is what I'll loosely call "eras": you play the game a bit, then some proportion of the game state is swept away while other parts survive into the subsequent era.

So instead of having something survive between games, there could be something which happens in the middle of a game and resets a bunch of stuff.

As a random example intended more to show what I mean than to actually play well: have a pile which, when selected, has you pick an extra pile that you stack underneath it like an Empires split pile. When, after someone's turn, the top half the pile is gone, immediately everyone may set aside as much of their deck as they like until game-end scoring, gains 7 more Coppers, shuffles, draws 5.

This isn't that crazy when you consider what Dominion has done in the past few expansions. Tokens, Landmarks and Boons and Hexes all feel like they introduce "traditional Euro" game mechanics that would have once seemed very out of place in Dominion.
Title: Re: What should Dominion do next?
Post by: ackmondual on March 14, 2018, 02:52:28 am
Pirate Ship coin tokens basically got a new mechanic and a bunch of cards that use it in Guilds. I feel sorry for Embargo tokens that still just have only one card that uses them. I thought about how maybe 'curse tokens' would be interesting as a mechanic - you curse your opponent and in general they can't trash it because it's a token, but at the same time it doesn't slow them down like curse cards do. Then I realized that you could just give yourself a victory token instead and it's the same net effect. Oh well.
Don't be too sure... I knew a couple of gamers who were turned off that Seaside didn't come with starter/foundation cards, but then wanted it hearing it comes with METAL tokens
Title: Re: What should Dominion do next?
Post by: ackmondual on March 14, 2018, 03:02:30 am
Rares and uncommon  cards ;)

Also, foil cards.  Those were fun to collect, even if I only did so briefly.

The next expansion will be Scout themed. It will include such game-changing cards as Scoutsmith, Scouting Village, Scout Market, Scout Witch, Royal Scout, Treasure Scout and Ruined Scout.

Or young themed... Young Nobles, Young Scout, Young Necromancer, Young Peddler, Young Vassal, Young Duchess, Young Knights

Or Grand themed.... Grand Island, Grand Monument, Grand Garden, Grand Vineyard

Or Smith themed... Silversmith, Goldsmith, Platinum Smith, Potion Smith, Heirloom Smith, Platinum Smith, All Other Treasures Smith

Rhymes... Cats!, Bats!, Mats!, Lats!, Gnats!, Brats!, Pats!, Tats!, Chats!

More Rhymes... Boat, Coat, Note, Oat, Quote, Tote, Vote
Title: Re: What should Dominion do next?
Post by: ipofanes on March 14, 2018, 07:43:23 am
Turning that on its head (and I do notice this is rapidly veering into variant/fan territory rather than general discussion), one of Reiner Knizia's signature game elements is what I'll loosely call "eras": you play the game a bit, then some proportion of the game state is swept away while other parts survive into the subsequent era.

So instead of having something survive between games, there could be something which happens in the middle of a game and resets a bunch of stuff.

As a random example intended more to show what I mean than to actually play well: have a pile which, when selected, has you pick an extra pile that you stack underneath it like an Empires split pile. When, after someone's turn, the top half the pile is gone, immediately everyone may set aside as much of their deck as they like until game-end scoring, gains 7 more Coppers, shuffles, draws 5.

Sounds a bit like Donate
Title: Re: What should Dominion do next?
Post by: Chappy7 on March 14, 2018, 10:49:59 am
Young Scout

I can only imagine the powerful glory of this card
Title: Re: What should Dominion do next?
Post by: King Leon on March 17, 2018, 07:45:39 pm
(https://i.imgur.com/fsorPg4.png)

This can be combined with Stash.
Title: Re: What should Dominion do next?
Post by: pacatak on April 04, 2018, 01:34:41 pm
i love revisiting mechanics like duration, ruins, events, and landmarks.  Even if he didn't introduce new mechanics, i would enjoy a set that just explores old mechanics further.
Title: Re: What should Dominion do next?
Post by: Oyvind on April 05, 2018, 09:16:36 am
I know I'm probably in the minority (or maybe I AM the minority), but I'd like a small expansion to complement Alchemy, and yes, I want it to include at least two cards that deal Embargo tokens (I'm sure there are more good uses for these tokens) and one more Traveler.

Rather, just do away with Alchemy as we know it, and make the 2nd ed. version of it a box called "Alchemy & Mysticism" or whatever, containing about 25 kingdom cards (11 of the original 12 Alchemy cards, just remove Possession, and 13-15 new ones). Some of the hate expressed towards Alchemy that I've heard, is that the expansion is so small it's almost impossible to get two or more different cards with Potion in it's cost when using a fully random method of picking a kingdom. Most of them aren't powerful enough to justify buying a Potion by themselves, luckily. I do believe this will help Alchemy immensely, and those who don't like the concept of Potions at all can just ignore it, just like today.

Remember that not all the new cards need to have Potion in it's cost (the Embargo token ones probably shouldn't), but I'd like some more cards that care about such cards or Potion itself, and as long as the new cards are never marketed and sold as a seperate expansion, this will not be a problem for those who only want the new cards. Just make a new Update Pack that states that you need Alchemy to play.
Title: Re: What should Dominion do next?
Post by: Aleimon Thimble on April 05, 2018, 09:42:30 am
Some of the hate expressed towards Alchemy that I've heard, is that the expansion is so small it's almost impossible to get two or more different cards with Potion in it's cost when using a fully random method of picking a kingdom. Most of them aren't powerful enough to justify buying a Potion by themselves, luckily.

Um, yes they are. Only Transmute and Philosopher's Stone aren't.
Title: Re: What should Dominion do next?
Post by: Oyvind on April 05, 2018, 10:06:25 am
Some of the hate expressed towards Alchemy that I've heard, is that the expansion is so small it's almost impossible to get two or more different cards with Potion in it's cost when using a fully random method of picking a kingdom. Most of them aren't powerful enough to justify buying a Potion by themselves, luckily.

Um, yes they are. Only Transmute and Philosopher's Stone aren't.

True. I'll modify my claim to: "most of them aren't overpowered enough to dominate boards by themselves, luckily".

I meant that the need for an added currency could potentially make them way too powerful, but I don't think they are. I think they are mostly relevant, but not entirely game-changing seperately, which, I think, is a great thing.

I'm sure DXV could make some more cards with Potion in it's cost to create an even better balance, and hopefully, this will make Alchemy more palatable for a lot of people who don't like it in it's current format. I really like the set, but Possession probably needs to go.
Title: Re: What should Dominion do next?
Post by: Aleimon Thimble on April 05, 2018, 10:30:37 am
I really like the set, but Possession probably needs to go.

I agree, Possession is a disaster but the set is not that bad otherwise. I used to hate it but I can appreciate it more lately.
Title: Re: What should Dominion do next?
Post by: ipofanes on April 05, 2018, 10:33:14 am
I would like to see more cards that penalise the active player. What I haven't seen much is "trash a $3+ card" with a benefit other than gaining a better card. I am thinking about cards effects like: "+1 Action, +1 Card. Trash a card from your hand costing at least $4. If you do that, +2 Cards" or the hail mary version "+Action, +3 Cards. Trash a card from your hand costing at least $4". More cards like Count.
Title: Re: What should Dominion do next?
Post by: LaLight on April 05, 2018, 10:35:27 am
I would like to see more cards that penalise the active player. What I haven't seen much is "trash a $3+ card" with a benefit other than gaining a better card. I am thinking about cards effects like: "+1 Action, +1 Card. Trash a card from your hand costing at least $4. If you do that, +2 Cards" or the hail mary version "+Action, +3 Cards. Trash a card from your hand costing at least $4". More cards like Count.

Apprentice?
Title: Re: What should Dominion do next?
Post by: ipofanes on April 05, 2018, 10:41:49 am
Yes, a swingier and cheaper version.
Title: Re: What should Dominion do next?
Post by: samath on April 05, 2018, 11:21:54 am
So... Zombie Apprentice?
Title: Re: What should Dominion do next?
Post by: spiralstaircase on April 12, 2018, 08:20:00 am
More cards called "Squirt".
Title: Re: What should Dominion do next?
Post by: Kirian on April 12, 2018, 01:06:33 pm
Or Smith themed... Silversmith, Goldsmith, Platinum Smith, Potion Smith, Heirloom Smith, Platinum Smith, All Other Treasures Smith

Smithsmith
Action - $4

For each Smithsmith you have in play, +1 Card
Title: Re: What should Dominion do next?
Post by: jonaskoelker on April 12, 2018, 02:52:02 pm
I quite like the Reserve mechanic and permanent Duration cards. If done the right way and with moderation, they give you a mild board presence which adds something, while overturning neither what Dominion is, nor—maybe more importantly—what Dominion isn't.

The famous quote by Antoine de Saint-Exupery springs to mind: "A designer knows [they have] achieved perfection not when there is nothing left to add, but when there is nothing left to take away." — Don't go crazy, show some Reserve-ation, but explore this space a little more.

Of course, phrasing the new batch of Reserve cards is tricky: either you print a second set of Tavern mats, or you don't reference it, or you do and explain in the new rulebook that you can just pretend to have a mat somehow, or... something.

There's already a mechanism for abnormal discard timing, and that's duration. Maybe you could do something like

Duration Coin
Treasure — Duration
Cost: $2
+$1

Directly after resolving an Action, you may get +2 Actions if you haven't done so already.

Once you take your +2 actions, Duration Coin has nothing left to do and will be discarded in your next clean-up phase. One difference is that it'll be in play rather than on a mat until you "call" it. It feels rather clunky, but I think it recaptures the reserve mechanic while neither (a) needing a Tavern mat; nor (b) jumping through completely horrendous hoops to avoid needing a Tavern mat.

Idol kinda' reintroduced the journey token, except the set of cards which shared the new journey token is {Idol} and it resets every turn. More of that could probably work fine. Meh, it's a thing you can do, not something that super excites me.

Events are cool, one could easily do more of those.

Replacement starting cards is a cool idea, one could... uh, i dunno. "In games using X, each player adds one Y to their starting deck", that does not sound great. Introduce more Heirlooms and use randomizer draw order to tie-break which ones work and which ones don't. That would introduce the unlikely possibility of having heirloomers without their heirlooms, which is... ok I guess?

TL;DR: Reserve, permanent or long Duration effects, events. Do Adventures again, basically ;D

Edit: Oh, also, I enjoyed the modal cards from Intrigue. That can easily redone, see for example Wild Hunt (http://wiki.dominionstrategy.com/index.php/Wild_Hunt) :)
Title: Re: What should Dominion do next?
Post by: spiralstaircase on April 12, 2018, 03:27:46 pm
Unadventurer
Cost: $0
Types: Action
Choose one:
+$P, or
Put an Embargo token on any supply pile (This has no effect unless Embargo is in the kingdom), or
This card stays in play.