Dominion Strategy Forum
Archive => Archive => Innovation General Discussion => Topic started by: BaruMonkey on December 06, 2013, 12:14:25 pm
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So it turns out that my IRL group has been playing Innovation wrong for a while. We thought that the rule went like this:
- Player A has 3 leaves and activates a leaf dogma
- Players B and C each have 3 or more leaves
- Players B and C have the option to decline sharing the effect
- If both players decline, Player A does not get the extra draw action
- If either player shares, Player A does get the extra draw action
Example:
- A plays an action which allows a splay
- B declines to share, assuming that C will also decline, to deny A the draw
- C can either share, to get the splay and give A the draw, or decline, to deny A the draw
Thoughts?
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It's simpler in 2-player:
- I play Wheel with two Age 1 cards on the board
- Your options:
1) Share to draw two L1 cards, and I draw three L2 cards, or
2) Decline, and I just draw the two L1 cards.
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Those are correct for Dogmas that say "You may." But not for mandatory Dogmas.
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I'm aware that it's incorrect. I'm proposing it as a variant, where even the ones without "may" are optional.
Pro: It allows players to make more choices while it's not their turn
Con: Might make it harder to counter someone else's strategy (e.g. meld over math)?
What other pros and cons are there? Would you want to play this variant?
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Forced sharing is one of the few "negative feedback" mechanisms available in Innovation (that gives the trailing player some chance to catch up) and needs to stay there IMO.
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When you're ahead in every symbol, the only way I can hurt you is by sharing things you don't want to do.
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And a well-timed shared Alchemy is extremely satisfying!
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Or a well-timed shared Experimentation, or anything else that can force a bad meld.
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Or a well-timed shared Experimentation, or anything else that can force a bad meld.
Er, considering those are 20% shot crapshoots I don't find them a joy to have in the game.
But Alchemy, Roadbuilding, Domestication etc, definitely.
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Or a well-timed shared Experimentation, or anything else that can force a bad meld.
Er, considering those are 20% shot crapshoots I don't find them a joy to have in the game.
But Alchemy, Roadbuilding, Domestication etc, definitely.
Yeah, I was trying to remember what some of the "Meld a 1" cards were but drawing a black. And Alchemy/Physics is definitely a good one to trigger.