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Author Topic: Untested mechanic / theme  (Read 1054 times)

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senseless

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Untested mechanic / theme
« on: November 02, 2015, 12:24:40 pm »
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This may be a little too kingmaking-y for your tastes, but its an idea I've been thinking about since my first dominion game: having next player / previous player interaction. I submitted the first two cards to a contest previously.

Enclave
Victory
1 VP
Worth 2 VP for the player to your right.
---
When you buy this, the player to your left gains it instead.
Cost 5$

Informant
+1 Action, +1 Card, +1$
The player to your right draws a card.
---
When you buy this, the player to your left gains it in his hand instead.
Cost 4$

Charity (was named alms, but then adventures happened)
Treasure
1$
The player to your right may discard a Treasure card to draw a card.
---
When you buy this, the player to your left gains it instead.
Cost 3$

Defectors
Action
+1 Card, +2 Actions
Trash this card. The player to your left gains it.
Cost 0$

Project
Action
Trash a card in your hand. Each other player may gain a copy of that card. Gain a card costing up to 2$ more than the trashed card.
Cost 3$

Negotiation
Action - Reaction
+2$, +1 Buy
---
When you gain a card in another player's turn, you may discard this. If you do, choose not to gain that card, or to gain an extra copy.
Cost 4$

Too much kingmaking? Too little design space? What does f.ds think?
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Asper

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Re: Untested mechanic / theme
« Reply #1 on: November 02, 2015, 01:54:14 pm »
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I guess what most people will critizise here is that some of those are attacks/friendly interactions that only hit/help one player. Personally, i also think that's not too good. For example, a fair version of Enclave would simply go to every other player - and then you are basically having Curse (or IGG in this case).
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Mr Anderson

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Re: Untested mechanic / theme
« Reply #2 on: November 02, 2015, 02:04:57 pm »
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It doesn't matter if they are kingmaking in 3-4 player games if you only intend to play 2 player games.

Enclave is basically like IGG but you don't get the copper gaining silver and don't deplete two piles at once. You might want to make it worth 0 for the owner and maybe adjust the cost to make it more distinct from IGG. Very vulnerable to your opponent's trashing though, maybe add an on-trash-clause that hurts the opponent or benefits the buyer, even the fortress clause might do.
You could make it worth 2 and pass it to the player on your right before scoring if you prefer that wording, it might make scoring easier.

I think Informant is fine as is, although might be fine at first glance.

Charity seems to be alright as well, an on buy copper gaining attack that doesn't have the issues that other copper gaining attacks have.
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