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Dominion: Adventures Previews / Re: Preview: Storyteller
« on: March 30, 2015, 03:27:55 pm »
Thanks guys, that makes sense!
I'm trying to decide what the funniest "Prince of X" is. Too bad you can't have a Prince of Harems...
Trashers are usually the most important thing in the game. Reducing end-game usage to improve trashing almost certainly strengthens the card, while the reverse of course weakens it. Also, a card that trashes worse but is still safe enough to use later is more interesting.
Cathedral
Action
Cost: $5
Reveal the top six cards of your deck. You may discard any revealed victory cards. Place two of the revealed cards into your hand. Trash the rest.
Siege Engines
Action
Cost: $4
+1 Action
Each other player must discard a reaction card or reveal a hand with no reaction cards.
If no player discarded a card, +2 cards, then discard one card from your hand.
I'm thinking about replacing "+2 cards" with "+1 action". So then you could spam them easily but only every second one would actually hurt your opponents. You might keep all the Curses for + $2 each, so the card would be like a Mystic without the card draw.
I'm not sure how often they'd be any different than a normal curse, as I'd almost always just use a trasher to get rid of them on a board where one is present. Also, it's hard to come to any kind of judgment on them without seeing any "Tarnisher" action cards.Notice the clause: "If you trash this in any other way, put this into your hand."
There is a fatal flaw with this card as it is -- it isn't stable. What happens if you have no VP other than one Palace? Palace is worth 10VP... oh, you have 10, so it should be reduced in value to 9VP. But now your total VP is less than 10, so Palace shouldn't have been reduced. And so on.
Even if you buy 4 Provinces and 4 Palaces, you'll have more VP than the person who bought 4 Provinces and 4 Duchies.
Palace
Cost: $5,
Victory
10 Victory Points
At the end of the game, after counting your initial victory points, this card is worth 1 victory point less for every ten victory points you have.
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In games using Palace, whenever a player gains a victory card that is not a Palace, trash the top two Palace cards from the supply.
How interdict works with ambassador if there is an interdict on the pile where cards have to return ?
It messes with the late game duchy dance in ways that may be severe -- in practice if you interdict the last province in a game with no +buy you could create a stalemate since neither player will want to remove it.