Spin-off from
this thread.
It is a precedent for specifying who chooses, but (in my opinion?) it is specifying because it is going against the default of the player gaining the card choosing.
Certainly. I am just saying that I think the hurdles are less significant.
It's very possible he did. It definitely doesn't feel like it fits well in Dominion, but don't think fan cards always have to fit inside the mold. There was also a time when $7 cards were seen as outside the realm of Dominion. I think it would be pretty easy to define the rules for how a Curse type card would work. I think the real challenge would be coming up with a Curse type card that is any good.
I meant to mention in my last post that throwing off the balance of Cursing cards doesn't really seem like an issue at all to me. Isn't throwing off the balance of other cards kind of what the most interesting Dominion cards do? Do strong trashers not throw off the balance of Cursing cards already?
My point is that many of these things are ambiguous and don't follow from established rules. A $7 card doesn't create any ambiguity at all. The way Moat interacts with Duration attacks can be confusing to casual players, but it follows directly from a proper reading of established rules. New Curses would, however, require new rulings that contradict previous rules. The better way to introduce new Curses is to not use the Curse typing at all... like Ruins.
Fan cards don't have to fit into the "Dominion mold", but that is how we judge them. You could also use this defense for targeted attacks, but people will criticize such fan cards and rightly so.
Throwing off the balance of Curses is dangerous because it directly impacts a whole bunch of separate cards at once. It could be like saying all VP cards are now worth 2 extra VP, or all Reactions are now non-terminal, or all gainers now gain to your hand, or all cards that draw now draw one less. This kind of balance change is not an interaction between cards, like strong trashing vs. Cursing cards. it's a shift of an entire class of cards. With one individual trashing card, you can adjust its effects or cost as needed to achieve balance. But here we already have a bunch of set cards.
Again, it's not impossible. But man, this is a whole lot of mess for not very much gain. If you make the new Curse such that you maintain some semblance of balance, it's probably not going to be different enough from old Curse to be any interesting.
Someone has been reading the Secret Histories again, hasn't he?
The real easy option is that you could make a new "Curse" and just use those instead of the -1VP "Curse" that came with the game. Now nothing changes. (This would not allow multiple piles of Curses though.)
No, it's been a while since I've read them. If I had read them recently, I'd be able to bring up a direct quote. I think replacing Curses with new Curses is either going to be a balancing mess or relatively uninteresting, especially since you'd need them to be different from both Curses and Ruins.