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« on: May 13, 2016, 02:13:59 am »
I wonder how many cards are actually "unfriendly" by the most generous definition to pass-and-play, that is, cards where someone has to make a decision during someone else's turn.
Attacks where the attacked part gets to make some decision: Bureaucrat, Militia, Saboteur, Torturer, Ghost Ship, Mountebank, Rabble, Goons, Young Witch, Followers (and by extension Tournament), Oracle, Margrave, Knights, Rogue, Urchin, Mercenary, Soldier (and by extension Peasant). Almost all of these are handsize attacks, so I guess they will have to go. Also, handsize attacks are not obvious decisions, unlike some of the others. Only Young Witch really is an obvious decision.
All the reaction cards that can be used in other players' turns (Hovel is the only reaction card that can not). Moat, Caravan Guard and Horse Traders are going to be reacted in almost all cases, so can be probably automated without great loss. Beggar, Secret Chamber, Fool's Gold, Market Square, Tunnel, Watchtower and Trader could be a bit slow, though obviously Secret Chamber is far slower than anything else. Fool's Gold is probably just fine.
Various other cards that give decisions to other players when played: Bishop, Vault, Duchess, Tournament, Contraband, Advisor, Envoy, Masquerade, Governor. These are potentially the slowest, since people tend to want to stack up on them and their effects stack. Governor in particular might be rather poorly suited for it.
Overall, if someone decides to make a set with "pass and play-problematic" cards removed, mostly reactions and handsize attacks will be affected. And there are still like 200 other good Dominion cards to play with. There are still going to be plenty of attacks (almost all the junkers, a few deck inspection attacks, and all of the unique attacks from Adventures) and other types of interaction left (Lost City, Smugglers, Embargo, Embassy, Council Room etc.).