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Author Topic: Other types of attack?  (Read 15857 times)

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silverspawn

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Re: Other types of attack?
« Reply #50 on: January 23, 2014, 04:52:14 pm »
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On slowing yourself down -- yes, you do slow yourself down more.  Again, the hand-size attack hurts you more than your opponents.  They would get cut down to 4, but you get cut down to 3 (Confusion taking up a spot in your next hand, plus the card you would have to topdeck from playing Confusion).  And if you don't play Confusion, it still slowed you down (being in that hand) and will continue to slow you down after ONE reshuffle (being in a future hand).  The Ruins just means it will hurt some more in the shuffle after that.

no, you don't. the top deck on buy is optional, you can just gain it on your discard pile, then your next hand is unaffected and you still get the coin token.

and it's after 2 reshuffles, because after the first reshuffle, the ruin is in your discard pile. you need to reshuffle again to get it into your drawing pile

If you decline to top-deck, the Confusion is still in your discard.  After one shuffle, the Confusion itself goes into your deck.  That Confusion is junk that effectively Minion/Militias the hand it comes up in, so it slows you down.  The Ruins that comes after is just icing.

alright, so it hurts after one reshuffle, not two. but it still hurts after one reshuffle, not in your next turn.

you could tweak it so confusion itself goes onto your discard pile too after you shuffle it into your deck... which in consequence would mean that you never shuffle it into your deck, which means you also can't leave it on your discard pile. that would be pretty confusing.
« Last Edit: January 23, 2014, 04:57:04 pm by silverspawn »
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SirPeebles

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Re: Other types of attack?
« Reply #51 on: January 24, 2014, 05:35:37 pm »
+1

I just noticed this post from Donald

Anatomy of an Attack

There are basically six kinds of attacks in Dominion. And I've only done four of them! Mostly there are four.

The way to see the kinds of attacks is to look at, well, what there is to attack. What is there? There are decks. You can attack those three ways. There are hands. There's really just one way to hurt them. There's what you can do on your turn. And there are scores, separate from cards. So:

1. Give them a card they don't want.
2. Make them lose a card they do want.
3. Put their deck in an order they will not be fond of.
4. Make them discard.
5. Make their turn worse.
6. Lower their score.

All of the attacks so far fall into one or more of the first four categories. Witch is #1, Bureaucrat is #3 and #4, and so on. You can also do things to other players that they do want to happen, but man, that's not attacking.

Let's look at these in more detail.

1. Give them a card they don't want.

For example, Witch and Swindler.

The beauty of Cursing is its simplicity. It takes very little space to say "each other player gains a Curse," leaving lots of room for more stuff that the card can do. You can also potentially give players other cards they don't want, such as Coppers or even Estates, often just as simply.

2. Make them lose a card they do want.

For example, Thief and Saboteur.

This is the hardest kind of attack to make. It has to be that there isn't too much variance in how it hits the other players - no making one player lose a Province while another loses a Copper. It has to be good enough to play - trashing Coppers and Estates is usually not what you're after. It can't generate a ridiculous game state too easily - some of the early cards in this category would by themselves lead to a game where everyone had just 5 cards and could not get ahead. And finally it has to be that the text actually fits on the card. With all of those other conditions to meet, it's tricky.

Ultimately, there usually isn't much room to define these attacks by the extra stuff they do; they often end up defined by how they handle the problems above. And then some people don't like them. My stuff, my precious stuff! So I do these less often than the other attacks.

3. Put their deck in an order they will not be fond of.

For example, Spy and Bureaucrat.

This is kind of like making them discard in advance. It ends up hurting them either next turn or this turn, depending on whether or not they draw some extra cards this turn. As you can see, there are two main ways to do it: either look at what's on top and muck with it, or put something specifically on top.

Spy-type cards tend to be wordy, and reminiscent of Spy. There is more flexibility to the Bureaucrat style of hurtful deck ordering, but still not a lot.

4. Make them discard.

For example, Militia and Bureaucrat.

Just making another player discard a card doesn't work. Discard one card and you don't even feel it. You tend to feel it at two. At discard three cards, so much for your turn. But you can get up to "discard three" if you ever do "discard one" - by playing it three times (or having three people play it once). So the simplest kind of discarding just doesn't work.

Which is why Militia says "discard down to 3." That keeps it right around the magical "feel it" level of pain. Bureaucrat manages a different approach; you can only discard (or in this case, put on your deck) so many victory cards. Sometimes it misses. Bureaucrat would still be scary if it didn't also gain you Silver; that Silver helps keep you from just building a deck that plays Bureaucrat three times every turn, so that the other players are stuck drawing their Estates constantly.

Discard-based attacks don't take much text, so there is a fair amount of variety possible with them, with the non-discarding part. The discarding part itself can't vary so much, but there are a few things you can do there.

5. Make their turn worse.

How can you even do this? The answer lies in Duration cards. Duration cards can do stuff like "until your next turn, each other player can't..." and so forth.

Seaside originally had some attacks like that. In the end it didn't get any. They make Duration cards in general a little harder to understand. Those attacks were turned into similar things that didn't require this trick. I could still do this kind of thing someday, but I wouldn't expect it for a while.

6. Lower their score.

Making each other player lose one point is just like gaining one point yourself. Score-lowering only makes sense if it keys off of something specific to your opponents - for example, each other player loses one point per action card in their deck. That one would be a mess to add up at the end.

Cards like this may be possible, but all of the ones I've tried out so far have died. They fluctuated between being too weak, too strong, and too much work to deal with.

There you have it! Six kinds of attacks, you heard it here. Seaside has the first four:

Ambassador - #1 - Cursing
Cutpurse - #4 - Discarding
Ghost Ship - #3 and #4 - Deck ordering and discarding
Pirate Ship - #2 - Trashing
Sea Hag - #1 and #3 - Cursing and deck ordering

Deck ordering made it into two attacks, as this is after all the next turn expansion.

Embargo is an honorary attack, falling into the fabled category #5, but it punishes you too, at least if you didn't pick carefully.
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