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Variants and Fan Cards / Re: Really bad card ideas
« on: December 12, 2016, 04:10:14 pm »Quote
Band of Imaginary Friends - Action
Play this as if it were a card not in the Supply that you choose.
This is that card until it leaves play.
Band of Imaginary Friends - Action
Play this as if it were a card not in the Supply that you choose.
This is that card until it leaves play.
Evil Coppersmith
Cost Action-Duration-Attack
This turn and next turn, +
Treasures other than Copper produce less (but not less than ).
Attack Chancellor
Cost: - Action-Attack
+
Each other player shuffles their discard deck and puts it under their draw deck.
Drunk Thief
Cost: - Action-Attack
Reveal the top two cards of your deck, and trash one of the revealed treasures. Either each other player gains a copy of the trashed treasure; or you gain the trashed treasure to hand. Discard the other revealed cards.
Grand Feast
Cost: - Action
Trash this card. Gain 3 cards costing up to
MisAdventurer
Cost: - Treasure-Attack
Each other player reveals cards from their deck until they reveal 2 Victory cards. They put those Victory cards on their deck and discard the other revealed cards.
Desk Duty Spy
Cost: - Action
+1 Action
Look the top 2 cards of your deck. Put one in your hand and either discard or put the other on your deck.
Woodcutter Who Learned Nothing
Cost: - Action
+
+1 Buy
Friendly Saboteur
Cost: - Action
Reveal cards from your deck until you reveal a card or less. Trash it and gain a card costing up to more. Discard the other revealed cards.
Ruined Hall
Cost: - Action-Victory
+1 Card
+1 Action
---
-1 VP
---
When you gain this during your turn, return this and any Ruined Halls in play to the Supply. Each other player gains a Ruined Hall.
Evil Coppersmith
Cost Action-Duration-Attack
This turn and next turn, +
Treasures other than Copper produce less (but not less than ).
Infiltrating Scout
Cost: - Action-Attack
+1 Action
Each other player reveals the top 4 cards of their deck. They put the revealed Victory cards on top of their deck in any order and discard the other cards.
Super Secret Chamber
Cost: Action-Reaction-Duration
+1 Action
+3 Cards
Put 2 cards from your hand on top of your deck
---
When another player plays an Attack card, you may reveal this from your hand. If you do, discard any number of cards. At the start of your next turn, + per card discarded.
Tribute that Doesn't Understand What an Attack Is
Cost: - Action-Attack
Reveal and discard the top two cards of your deck.
+2 Action -1 Action/Action revealed
+ -/Treasure revealed
+2 Cards -1 Card/Victory revealed
Tribute that Doesn't Understand What an Attack Is
Cost: - Action-Attack
+
+2 Action
+2 Cards
Reveal and discard the top two cards of your deck. For each card revealed, if it's an...
Action Card, -1 Action
Treasure Card, - to a minimum of
Victory Card - The player to your left randomly chooses a card in your hand. Discards that card.
Master Coppersmith
Cost: - Action-Duration
This turn and next turn, +1 buy
While this is in play, Copper produce 1 more.
Lapis Philosophorum
Event
Cost: 2
+1 Buy
Trash 2 from play. If you did, gain 4 Gold cards, putting them on top of your deck.
Ossuary
Types: Landmark
When scoring, if the trash is not empty, the most common card in the trash is worth +1 VP. (If it's a tie, all tied cards are.)
Setup: Trash a Duchy.
QuoteOssuary
Types: Landmark
When scoring, the most common card in the trash is worth +1 VP. (If it's a tie, all tied cards are.)
Setup: Trash a Duchy.
This doesn't need the setup rule; cards get trashed in most games.
Just want to point that without the setup, in a game without trashing, all cards are tied for most common card in the trash, and therefore, all cards are +1 VP. The largest deck would get a pretty big bonus.
It's equally valid (and I'd say more common) to say that there must be at least 1 copy in the trash for it to count. If there's nothing trashed, then thre is nothing in the trash to be worth +1VP.
QuoteOssuary
Types: Landmark
When scoring, the most common card in the trash is worth +1 VP. (If it's a tie, all tied cards are.)
Setup: Trash a Duchy.
This doesn't need the setup rule; cards get trashed in most games.
I play almost exclusively 3-4 player games and, practically speaking, the kingmaking you describe - holding off buying province or three pile so player A can win instead of player B - never comes up. The common attitude is, if I'm not going to win, then I want to end the game as quickly as possible so I can play another round I could win. It becomes one of the unspoken rules, and you take it into account when you play (ie, if you still can win, you avoid making it easy for anyone to end the game before you can catch up.)
Sure, but your group having a consistent priority doesn't make it the "right" choice, and since it is still a choice, it's kingmaking. This topic has come up before as well. What if you're in a tournament setting where 2nd place is better than 3rd? What if you're a new group without established conventions?
Another common attitude among the general gaming population is to target the leader, which is the opposite of what you're describing (trying to end the game sooner helps whoever is in the lead).
As a general rule, I would consider it to be bad sportsmanship purposefully make make a move that guarantees you lose the game. Especially if that decision specifically helps one player over another.
The problem comes when a player is literally mathematically eliminated from the game; which can certainly happen in 3 player Dominion... player A has 6 Provinces, player B has 5 Provinces, and player C, who is really new to or really bad at Dominion, has none. For argument sake we could say that a bunch of Duchies are gone too; so that it's a literal elimination, but even with 12 Duchies available, it's reasonable to consider yourself eliminated even then; you know you aren't going to get every single Duchy plus some Estates before anyone gets a Province (or just buys some Duchies/Estates of their own). In these situations, there's a valid question that the player has to ask, which is "what is my goal now"? There seems to be 3 (legitimate) possible goals you can have:
1. Get the highest place possible; do the move that gets you second place.
2. Maximize your own score; no matter how it affects the ranking.
3. Minimize the difference in score between you and the winner; come as close as possible to winning.
I don't think I can fault anyone for choosing any of those 3. But it needs to be a situation where actual victory is not an option.
Thug
some cost
Action-Reaction-Attack
You may only play this card during another player's turn.
The player who bought a card gains +1 and gives it to you.
---
When another player buys a card, you may play this from your hand, or, if this card is in play, you may put this in your hand and play it.
Speaking from experience, tristan is a troll and should not be fed.
Seconded. You don't have to get tristan to agree with you in order for the rest of us to see that you're in the right, Destry. tristan is just a real horatio83 when you come right down to it.
[How about engaging with my actual argument?
Unlike you I never argue from authority. I couldn't care less about what Donald or Stefan or some fan card designer says, if it is nonsense it is nonsense.