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Dominion General Discussion / Most unique cards amongst each set?
« on: February 21, 2018, 12:58:02 am »
List 1 to 3 cards from each big box and small box that you think are quite unique, "break the mold", or "just plain different", and how so! From my perspective some of the uniques were noted as the expansions were coming out, so if there was a card later on that also covered similar ground, that wouldn't be taken into consideration.
base + 1E
Chapel - excellent trasher, and THE trasher until 2E came along
Mine - card gained goes directly to hand
Witch - The only way to dole out Curses!
base + 2E
Sentry - another way to trash ANY card
Intrigue + 1E
Conspirator - card that looks at how many other cards were played (Action in this case)
Masquerade - a means to transfer cards from one player's deck to another
Saboteur - the card that hits nearly everything and wreaks havoc in its own, special way
Intrigue + 2E
Courtier - looks # of "keywords"/types a card has
Lurker - Only way to trash Action cards from Supply
Seaside
Embargo - can try to force opponents to take Curses through "non-curser cards"
Island - remove cards from your deck, but you still get to count them as part of your deck at game's end
Alchemy
Possession - take control of a player's turn!
Prosperity
Contraband - you get to directly prohibit your opponents from buying certain cards
Grand Market - "hidden cost" of not allowing Coppers to be in play
Peddler - variable cost card
Cornucopia
Young Witch - Bane card is a special defense card tied to it, but also the only time you'd have an 11-card Kingdom
Tournament - First card to use Non-Supply cards
Hinterlands
Crossroads - first card to give +3 actions, but branch actions in limited quantities (since only the 1st one played does that)
Highway - reducing card cost DURING the action phase. (Bridge and Peddler were only during Buy phase)
Ill-Gotten Gains - Curser that can't be blocked, and can't be repeated (playing it doesn't dole out more Curses). Also, often ends in 2 piles empty on its own (since there's typically a 1:1 correlation with Curses and IGG being empty)
Dark Ages
Poor House - the first (and only) 1-cost card in the Supply
Knights - deck that's random/not-uniform (consists of 10 differently named cards)
Fortress - the only card that should NEVER be in the Trash
Guilds
Baker - due to starting with a Coin Token, the first time that the 3/4 and 2/5 split can be "disrupted".. E.g. 4/4, 3/5, and 2/6
Taxman - can force a player to discard a specific card from hand
Adventures
Distant Land - the scoring component of it requires it to be "activated", by playing it (onto your Tavern)
Hireling - Champion too, but this one you can buy... permanent Duration card
Relic - first Treasure that's also an Attack card
Empires
Fortune - first "doubler effect"
Bustling Village - first "village" that consistently grants +3 actions per play
Villa - lets you return to your Action phase from Buy phase
Nocturne
Fool - Lost In The Woods is not only the only positive State, but a whacky and controversial one at that!
Cursed Gold - you start off with it, and provides a lovely $3, but Cursing you is its stiff tradeoff
Changeling - for better and for worse, all cards that cost $3 or more interact with this
Promos
Black Market - 1st instance of letting you play Treasures before the Buy phase, but also creates a "random market"/"Center Row"/"Dungeon Deck"/"whatever DBG term you'd like to use" mechanic/"supply" of cards for you to buy from
Prince - A true, 8-cost action card, but also in function, as it's a "perpetual effect" that's applied to other cards
Stash - triggers every shuffle. Also, its back is non-standard. Displaying the Spiel De Jahres aware/logo to boot
base + 1E
Chapel - excellent trasher, and THE trasher until 2E came along
Mine - card gained goes directly to hand
Witch - The only way to dole out Curses!
base + 2E
Sentry - another way to trash ANY card
Intrigue + 1E
Conspirator - card that looks at how many other cards were played (Action in this case)
Masquerade - a means to transfer cards from one player's deck to another
Saboteur - the card that hits nearly everything and wreaks havoc in its own, special way
Intrigue + 2E
Courtier - looks # of "keywords"/types a card has
Lurker - Only way to trash Action cards from Supply
Seaside
Embargo - can try to force opponents to take Curses through "non-curser cards"
Island - remove cards from your deck, but you still get to count them as part of your deck at game's end
Alchemy
Possession - take control of a player's turn!
Prosperity
Contraband - you get to directly prohibit your opponents from buying certain cards
Grand Market - "hidden cost" of not allowing Coppers to be in play
Peddler - variable cost card
Cornucopia
Young Witch - Bane card is a special defense card tied to it, but also the only time you'd have an 11-card Kingdom
Tournament - First card to use Non-Supply cards
Hinterlands
Crossroads - first card to give +3 actions, but branch actions in limited quantities (since only the 1st one played does that)
Highway - reducing card cost DURING the action phase. (Bridge and Peddler were only during Buy phase)
Ill-Gotten Gains - Curser that can't be blocked, and can't be repeated (playing it doesn't dole out more Curses). Also, often ends in 2 piles empty on its own (since there's typically a 1:1 correlation with Curses and IGG being empty)
Dark Ages
Poor House - the first (and only) 1-cost card in the Supply
Knights - deck that's random/not-uniform (consists of 10 differently named cards)
Fortress - the only card that should NEVER be in the Trash
Guilds
Baker - due to starting with a Coin Token, the first time that the 3/4 and 2/5 split can be "disrupted".. E.g. 4/4, 3/5, and 2/6
Taxman - can force a player to discard a specific card from hand
Adventures
Distant Land - the scoring component of it requires it to be "activated", by playing it (onto your Tavern)
Hireling - Champion too, but this one you can buy... permanent Duration card
Relic - first Treasure that's also an Attack card
Empires
Fortune - first "doubler effect"
Bustling Village - first "village" that consistently grants +3 actions per play
Villa - lets you return to your Action phase from Buy phase
Nocturne
Fool - Lost In The Woods is not only the only positive State, but a whacky and controversial one at that!
Cursed Gold - you start off with it, and provides a lovely $3, but Cursing you is its stiff tradeoff
Changeling - for better and for worse, all cards that cost $3 or more interact with this
Promos
Black Market - 1st instance of letting you play Treasures before the Buy phase, but also creates a "random market"/"Center Row"/"Dungeon Deck"/"whatever DBG term you'd like to use" mechanic/"supply" of cards for you to buy from
Prince - A true, 8-cost action card, but also in function, as it's a "perpetual effect" that's applied to other cards
Stash - triggers every shuffle. Also, its back is non-standard. Displaying the Spiel De Jahres aware/logo to boot