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« on: November 30, 2011, 04:39:42 pm »
First off, thanks for the feedback! So here's the first round of revisions. I recently moved to a new city and don't currently have any friends nearby who are Dominion junkies like me, so it's unlikely I'll get a chance to playtest these anytime soon. But if anyone is inspired to try them out themselves, I'd be thrilled to hear the results!
Okay, first off:
Bounty Hunter and Inquisition- these seem pretty universally unpopular. I don't know what to do with them yet, but the more I think about it, the more Inquisition seems unsalvageable. Bounty Hunter might be rescued, though.
Guild Hall- $3
Action
$2
Choose one: Place a guild hall token on a kingdom card supply pile that does not have one OR Remove a guild hall token from a supply pile.
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While a guild hall token is on a supply pile, that pile does not count toward ending the game.
There was some concern about Guild Hall leading to endless stalemates, but the wording is intended to indicate that only one token can be placed on a pile, and they can only be placed on the ten kingdom cards (eleven with YW). If I screwed up the wording, I apologize for the confusion.
Exchange Market- $4
Action
Choose one: Gain a card with cost up to the number of tokens on the Exchange Market mat, then place a token on the mat OR +1 action, +Cards equal to half the number of tokens on the Exchange Market mat, then remove a token from the mat.
This might be nuts, but I wanted their to be an incentive to removing tokens besides screwing over your opponents, and I thought it would be interesting if that incentive got better the more tokens their were. The card becoming a powerful cards/action engine at high number of tokens hopefully provides a counterbalance to players using it to gain Provinces.
Altar- $7
Action- Attack
Trash any number of cards from your hand. If the combined cost is $1 or more, +1 card, +1 action. If the combined cost is $5 or more, each other player gains a curse. If the combined cost is $12 or more, choose a kingdom card supply pile: trash all cards in that pile.
This is a little less extreme than the first version, and makes it a curse-giver, which I liked. I'm not giving up entirely on the "end the game" mechanic though.
Wilderness, Army, Holy Village: Without some playtesting or at least some more thought, I'm not ready to make any definite revisions to these ones.
New Card: Probably a replacement for Inquistion, although the role is drastically different.
Museum- $5
Action
$2
+1 Buy
Reveal the top card of your deck. If that card's supply pile is empty, +1 action and put it into your hand. Otherwise, either discard it or put it back on your deck.