Dominion Strategy Forum

Dominion => Dominion General Discussion => Topic started by: ackmondual on October 17, 2018, 11:33:36 pm

Title: Theme and mechanics themes
Post by: ackmondual on October 17, 2018, 11:33:36 pm
Even with just the base game, one tends to notice how what the card represents in the Dominion world has tie-ins to what the card would do.  It's gotten to a point where it helps you recall what some of the cards do, and can even let you guess at what a card is supposed to do (especially if you're given the context of what set it's from, and its... theme and mechanics).  Not sure if we ever got a comprehensive list anywhere, but here's my effort to try:

-land/property = gives victory points | e.g. various Victory cards
-towns, communities, villages, and places where a lot of people are gathered = more +Actions | e.g. Village, Fortress, Acting Troupe, City


-royalty = tends to grant repeat executions of actions | e.g. Prince, Royal Carriage, Throne Room, King's Court
-Transportation, logistics, granting physical access to other areas = discounts on cards | e.g. Highway, Bridge, Bridge Troll, Quarry

-religious = trashing | e.g. Chapel, Bishop, Priest
-negative superstition = Cursers | e.g. Witch, Sea Hag
-Storage = mulligan cards | e.g. Silos, Cellar, Storeroom, Secret Chamber, Warehouse, and Vault
http://forum.dominionstrategy.com/index.php?topic=19025.msg773094#msg773094

===================== EDIT:
Knowledge/creating things = card draws | e.g. Library, Ruined Library, Smithy, Laboratory, Experiment
Title: Re: Theme and mechanics themes
Post by: Asper on October 18, 2018, 10:42:40 am
With the notable exception of Amulet, valuable small objects are almost certain to be Treasures. Verbs expressing change will usually be trash for benefit, or Remodel-type cards specifically.
Title: Re: Theme and mechanics themes
Post by: GendoIkari on October 18, 2018, 11:19:53 am
So why are trashers religious in nature? My assumption is that it's about "cleansing"; at least the original idea would go back to going to a Chapel to cleanse yourself of Curses. But with so many non-evil things being trashed; one could also think that it's about religion being responsible for burning books, or hindering scientific progress.
Title: Re: Theme and mechanics themes
Post by: chipperMDW on October 18, 2018, 11:26:52 am
So why are trashers religious in nature? My assumption is that it's about "cleansing"; at least the original ideal would go back to going to a Chapel to cleanse yourself of Curses. But with so many non-evil things being trashed; one could also think that it's about religion being responsible for burning books, or hindering scientific progress.

Or accepting donations.
Title: Re: Theme and mechanics themes
Post by: Simon Jester on October 18, 2018, 01:09:43 pm
So why are trashers religious in nature? My assumption is that it's about "cleansing"; at least the original ideal would go back to going to a Chapel to cleanse yourself of Curses. But with so many non-evil things being trashed; one could also think that it's about religion being responsible for burning books, or hindering scientific progress.

Or accepting donations.

Yeah, it's rather the connection with the church accepted donations and therefor got a connection to the regimes that helped them both establish their power. The church take cares of things you can spare to get rid off and your ruling becomes much smoother and effective there of. Pretty neat.
Title: Re: Theme and mechanics themes
Post by: Commodore Chuckles on October 18, 2018, 07:47:44 pm
Military = Handsize attacks (Militia, Margrave, Soldier, Mercenary, Legionary)
Markets = Things that give +Buy (Market, Grand Market, Farmer's Market, Market Square, Ruined Market)
Robbery = Trashing your opponent's treasures (Thief, Bandit, Pirate Ship, Noble Brigand)
Construction work = Trashing a card and gaining another (Remodel, Upgrade, Remake, Rebuild, Develop, Expand)
Looking ahead, in space or time = Looking at the top cards of your deck and discarding some (Scrying Pool, Oracle, Wishing Well, Mystic, Sage, Navigator, Cartographer, Lookout, Night Watchman)
Title: Re: Theme and mechanics themes
Post by: infangthief on October 19, 2018, 07:16:42 am
So why are trashers religious in nature? My assumption is that it's about "cleansing"; at least the original idea would go back to going to a Chapel to cleanse yourself of Curses. But with so many non-evil things being trashed; one could also think that it's about religion being responsible for burning books, or hindering scientific progress.
I interpret it more as some combination of anti-materialism, sacrificial giving and renunciation of wealth. For the benefits of clarity and future reward.
A relevant line from the Bible is: "let us throw off everything that hinders and the sin that so easily entangles. And let us run with perseverance the race marked out for us".
Trash the stuff that slows you down. Get focused.

Also, while it is true that religious-themed cards always involve trashing, the converse is not true; by my count, only 12% of card-shaped trashers are religious-themed. There are many 'non-religious' ways to deal with junk.
Title: Re: Theme and mechanics themes
Post by: Marcory on October 19, 2018, 07:54:52 am
"Nobility"--dual victory cards or cards that interact with Victory cards: Nobles, Duke, Duchess, Count, and Baron (and Dame Josephine if you want to consider Knights part of the nobility). Great Hall (where nobles eat) and Harem also fit this theme . The main exception to it Margrave--but that's German nobility rather than English.

"Commerce" Trade, Trader, and Trading post (but not Trade Route, oddly) all have to do with trashing stuff to gain Silver, and Merchant wants you to use Silver.

"Science": Laboratory, Alchemist, and Experiment all increase your handsize nonterminally. Also, scientists aren't able to do their jobs without the help of lots of underpaid graduate students, which explains Hireling's power.

"Hunting:" Hunting Grounds, Hunting Party, and Wild Hunt all give you + cards, as do Ranger and Pathfinder, who also go out into the woods to look for things.

 
Title: Re: Theme and mechanics themes
Post by: Burning Skull on October 19, 2018, 01:26:20 pm
Cards with foolish names do foolish stuff (e.g. Fool)
Title: Re: Theme and mechanics themes
Post by: Dingan on October 19, 2018, 02:48:13 pm
Cards with foolish names do foolish stuff (e.g. Fool)
That still doesn't explain Transmute
Title: Re: Theme and mechanics themes
Post by: GendoIkari on October 19, 2018, 03:04:54 pm
Cards with foolish names do foolish stuff (e.g. Fool)
That still doesn't explain Transmute

Another word for "Mute" is "Dumb". And another word for "Dumb" is "Foolish". Thus, Transmute = Foolish.
Title: Re: Theme and mechanics themes
Post by: faust on October 19, 2018, 06:04:18 pm
Markets = Things that give +Buy (Market, Grand Market, Farmer's Market, Market Square, Ruined Market)
Note: This also extends to other events where people go the spend money (Fair, Travelling Fair, Festival).
Title: Re: Theme and mechanics themes
Post by: Honkeyfresh on October 19, 2018, 07:13:01 pm
Cards with foolish names do foolish stuff (e.g. Fool)
That still doesn't explain Transmute


I think all mimes are foolish regardless of how they gender identify.
Title: Re: Theme and mechanics themes
Post by: Commodore Chuckles on October 19, 2018, 07:28:48 pm
Cards with foolish names do foolish stuff (e.g. Fool)

Fool's Gold?

Also, spooky things make you top deck cards: Ghost Ship, Haunted Woods, Haunted Castle, Haunting (Not Ghost though, somewhat disappointingly).
Title: Re: Theme and mechanics themes
Post by: Donald X. on October 20, 2018, 01:06:31 am
Fool's Gold?

Also, spooky things make you top deck cards: Ghost Ship, Haunted Woods, Haunted Castle, Haunting (Not Ghost though, somewhat disappointingly).
Ghost gets cards from the top though, if that does anything for you.
Title: Re: Theme and mechanics themes
Post by: greybirdofprey on October 21, 2018, 06:56:35 am
Library, Ruined Library and Archive all let you draw cards.