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Author Topic: Dominion and Intrigue second editions  (Read 241533 times)

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ThetaSigma12

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Re: Dominion and Intrigue second editions
« Reply #200 on: September 23, 2016, 03:28:05 pm »
0

For clarification, Jay stated that he hopes to have the rules posted today. Sounds like it's contingent on certain issues with the RGG website being resolved.
I was being optimistic.
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Accatitippi

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Re: Dominion and Intrigue second editions
« Reply #201 on: September 23, 2016, 04:28:20 pm »
+6

I keep three sleeved blanks to mark empty piles. It has a nice visual impact.
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LastFootnote

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Re: Dominion and Intrigue second editions
« Reply #202 on: September 23, 2016, 04:30:36 pm »
+2

I keep three sleeved blanks to mark empty piles. It has a nice visual impact.

I love this idea.

EDIT: Now I wish I'd thought of this as something to include in the second editions.
« Last Edit: September 23, 2016, 04:31:44 pm by LastFootnote »
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Seprix

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Re: Dominion and Intrigue second editions
« Reply #203 on: September 24, 2016, 12:35:20 am »
+2

I keep three sleeved blanks to mark empty piles. It has a nice visual impact.

I love this idea.

EDIT: Now I wish I'd thought of this as something to include in the second editions.

There's always the third edition, with even more cards added too!  ;D
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werothegreat

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Re: Dominion and Intrigue second editions
« Reply #204 on: September 24, 2016, 09:44:29 am »
0

Considering it's now Saturday, Jay probably won't put up the rules until Monday.
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Mr Anderson

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Re: Dominion and Intrigue second editions
« Reply #205 on: September 24, 2016, 10:19:50 am »
+4

This violates Art. 3 of the European Convention on Human Rights (prohibition of torture and humiliating treatment or punishment) which does not bind Jay, but who cares?
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drsteelhammer

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Re: Dominion and Intrigue second editions
« Reply #206 on: September 24, 2016, 10:20:10 am »
0

Considering it's now Saturday, Jay probably won't put up the rules until Monday.

But we can still dream, right?
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pacovf

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Re: Dominion and Intrigue second editions
« Reply #207 on: September 24, 2016, 01:06:24 pm »
+4

If I can dream of a warmer sun
Where hope keeps shining on everyone
Tell me why, oh why, oh why won't that sun appear
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Seprix

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Re: Dominion and Intrigue second editions
« Reply #208 on: September 24, 2016, 01:39:13 pm »
+1

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Marcory

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Marcory

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Re: Dominion and Intrigue second editions
« Reply #211 on: September 24, 2016, 07:00:18 pm »
+3

I can download the Intrigue rules, but not the Base rules, and the update rulebooks aren't up yet.

EDIT: The Base rules are working for me now.

But the cards deleted from Intrigue are:

Scout
Saboteur
Secret Chamber
Great Hall
Coppersmith
Tribute

And from Base are:
Chancellor
Woodcutter
Feast
Spy
Thief
Adventurer
« Last Edit: September 24, 2016, 07:17:27 pm by Marcory »
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NolanA

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Re: Dominion and Intrigue second editions
« Reply #212 on: September 24, 2016, 07:18:30 pm »
+12

It looks like the changes from base are as follows:

Removed -- Adventurer, Chancellor, Feast, Spy, Thief, Woodcutter

New
$6 - Artisan -- Gain a card to your hand costing up to $5. Put a card from you hand on to your deck.
$5 - Bandit -- Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed treasure other than Copper, and discards the rest.
$5 - Sentry -- Cantrip, Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back in any order.
$4 - Poacher -- Cantrp, +$1, Discard a card per empty supply pile.
$3 - Harbinger -- Cantrip, Look through your discard pile.  You may put a card from it onto your deck.
$3 - Merchant -- Cantrip, The first time you play a Silver this turn +$1.
$3 - Vassal -- +$2, Discard the top card of your deck. If it is an Action card, you may play it.

I'm looking forward to playing with these cards.    It should enhance the game, with a much smaller portion of dud/trap type cards.  The one card I have more mixed feelings about is Harbinger.  I'm thinking Harbinger may lead to some long turns with engines that involve repeatedly looking through your discard pile, but I'll wait until playing some games before deciding how I feel about it.
« Last Edit: September 24, 2016, 07:55:45 pm by NolanA »
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J Reggie

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Re: Dominion and Intrigue second editions
« Reply #213 on: September 24, 2016, 07:21:58 pm »
+6

So the question we're all going to ask: what does roadrunner think of Patrol?

mameluke

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Re: Dominion and Intrigue second editions
« Reply #214 on: September 24, 2016, 07:26:38 pm »
+1

The wording on Vassal is a little strange to me. Shouldn't it be "Reveal the top card of your deck, etc., discard it otherwise"? If the card is an Action card and you decide to play it, it's not ever in your discard pile, right? I know this doesn't matter for Tunnel but in case there are other cards that care about 'when discard', it might?

Otherwise, love all of these! Super glad there's another gain-from-the-trash card! Kinda sad to lose another hybrid card, but Mill is way more interesting than Great Hall. I'll miss Tribute in some ways, but Courtier is a really great replacement for it that won't feel frustrating. It'll get crazy with Expansions, which have a lot of different types!
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Beyond Awesome

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Re: Dominion and Intrigue second editions
« Reply #215 on: September 24, 2016, 07:34:20 pm »
+1

Lurker seems strong.
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mameluke

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Re: Dominion and Intrigue second editions
« Reply #216 on: September 24, 2016, 07:39:20 pm »
+7

$5 - Action - Courtier: Reveal a card from your hand. For each type it has (Action, Attack, etc.), choose one: +1 Action, or +1 Buy, or +, or gain a Gold. The choices must be different.
$4 - Action/Reaction - Diplomat: +2 Cards. If you have 5 or fewer cards in hand (after drawing), +2 Actions / When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.
$2 - Action - Lurker: +1 Action. Choose one: Trash an Action card from the Supply, or gain an Action card from the trash.
$4 - Action/Victory - Mill: +1 Card, +1 Action. You may discard 2 cards for +/ 1
$5 - Action - Patrol: +3 Cards. Reveal the top 4 cards of your deck. Put the Victory cards and Curse cards into your hand. Put the rest back in any order.
$5 - Action/Attack - Replace: Trash a card from your hand. Gain a card costing up to more than the trashed card. If the gained card is an Action or Treasure, put it onto your deck. If it's a Victory card, each other player gains a Curse.
$4 - Action - Secret Passage: +2 Cards, +1 Action. Take a card from your hand and put it anywhere in your deck.
« Last Edit: September 24, 2016, 07:48:22 pm by mameluke »
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mameluke

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Re: Dominion and Intrigue second editions
« Reply #217 on: September 24, 2016, 07:51:20 pm »
+1

Secret Passage is a really cool Wishing Well enabler.
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Re: Dominion and Intrigue second editions
« Reply #218 on: September 24, 2016, 07:52:09 pm »
+2

Courtier Dame Josephine.
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Burning Skull

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Re: Dominion and Intrigue second editions
« Reply #219 on: September 24, 2016, 07:53:08 pm »
+1

We should play a funeral for the ones that we killed with our hatred,
some kind of online gothic spectacle of grotesque

Burning Skull

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Re: Dominion and Intrigue second editions
« Reply #220 on: September 24, 2016, 07:54:55 pm »
+1

Also, new cards are amazing!

schoeggu

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Re: Dominion and Intrigue second editions
« Reply #221 on: September 24, 2016, 07:55:58 pm »
+2

So Scout is now a Smithy.
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Re: Dominion and Intrigue second editions
« Reply #222 on: September 24, 2016, 07:56:23 pm »
+2

Early impressions and predictions:

Artisan- when I first saw this, I thought "how is this not worse than Altar?"  Then I saw that the card goes to your hand.  This card seems pretty darn good, especially in an engine.  In fact, a lot of the new base set cards are good engine cards, which is a nice departure from the original set. 

Bandit- What a great way to fix Thief!  Just make it better enough to be worth .  I also like how it doesn't get better with more players in the same way that Thief does. 

Cellar- Well it's not a new card but I have to say I don't really like this wording change.  I think it's the only change I don't like.

Harbinger- Hm, I think it's good for later in the game.  It feels a bit like Scheme in a big deck. 

Merchant- A really good Peddler variant.  All you have to do is play a Silver and they all become Peddlers!

Poacher- Not quite sure what to think about this one.  It looks like a nice opening but can get awful later in the game.  Of course by that point you probably have a bunch of dead cards.  I see myself opening with this more often than not. 

Sentry- Ooo, wonderful cantrip trasher!  It's like what Lookout wants to be!  The only problems I see with this are AP and OP!

Vassal- A buff to Spy... oh wait.  But still with any kind of deck inspection (I'm looking at you, Patrol) this is phenomenal!

Courtier- I'VE BEEN WAITING FOR THIS CARD!  Seriously, I think this is my favorite of the new cards.  Like Forum, this is a design space that I thought was left open for too long.  I'm glad it exists now.  Can't wait to play this with Dame Josephine in hand, or even just Bridge Troll!  It'd be interesting to calculate how many kingdoms have cards with more than one type, or more than two.

Diplomat- So this is the counterpart to Shanty Town!  It's a little confusing but seems fun. 

Lurker- There are probably a lot of lurkers on this Forum, and now they're going to start trashing cards from our supply!  Hopefully they don't trash our Forum.  I think Beyond Awesome summed it up pretty well. 

Mill- Just a little buff to Great Hall.  I'm happy this exists. 

Patrol- I would totally buy this Scout variant.  Good job Donald on fixing Scout and Thief without making people mad (well there's always going to be someone but you know).  This might seriously slow down turns though. 

Replace- A fine Remodel variant.  Not too sure about this one. 

Secret Passage- In high-level games I see this being a key card.  Combos with Wishing Well and Patrol. 


Well that's it for now.  I can't wait to get my hands on these cards.  Or get these cards in my hand.  I'm sorry $85, you had to go sometime.

AJD

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Re: Dominion and Intrigue second editions
« Reply #223 on: September 24, 2016, 08:01:25 pm »
+3

Okay, so what have we got here!

The base game revisions solve two of the main problems with the base game, namely too many terminals and not enough trashing—the new cards include a trasher and fully four cantrips plus a Herald variant.

Poacher is the first $4 Peddler variant that's strictly* worse than Peddler. Interesting.

Lot of Gold gaining among these. Well, okay, two, that's kind of a lot.

Many of the functions of the removed cards are pretty well replicated among the new ones—Harbinger replaces some of the functions of Chancellor, Merchant is a Coppersmith variant, Diplomat and Mill divide up the functions of Secret Chamber, etc.
The loss of Woodcutter means no more cheap +Buy in the base game, which I honestly do feel is kind of a loss, although I know Donald specifically called it out as not that important.

Coppersmith is kind of a unique niche card that I'm surprised to find cut. Some new unique card functions, though: Courtier is the first card to straight-up care about types, rather than specific types; Poacher as an anti-City; Secret Passage lets you stash other cards.  Lurker is such a simple trash-gainer that I'm kind of suprised DXV didn't think of it before.

I'm excited!
« Last Edit: September 24, 2016, 08:12:31 pm by AJD »
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Marcory

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Re: Dominion and Intrigue second editions
« Reply #224 on: September 24, 2016, 08:05:52 pm »
+6

*This is an edit of Nolan and Mameluke's posts to make the cards more readable:

Base Cards:

Removed -- Adventurer, Chancellor, Feast, Spy, Thief, Woodcutter

New Cards
Artisan Action
Gain a card to your hand costing up to $5.
Put a card from you hand on to your deck.

Bandit Action
Gain a Gold.
Each other player reveals the top 2 cards of their deck, trashes a revealed treasure other than Copper, and discards the rest.

Sentry Action
+1 Card
+1 Action
Look at the top 2 cards of your deck.
Trash and/or discard any number of them.
Put the rest back in any order.

Poacher Action
+1 Card
+1 Action
+
Discard a card per empty supply pile.

Harbinger Action
+1 Card
+1 Action
Look through your discard pile. 
You may put a card from it onto your deck.

Merchant Action
+1 Card
+1 Action
The first time you play a Silver this turn +.

Vassal Action
Discard the top card of your deck. If it is an Action card, you may play it.

Intrigue
Removed cards
Secret Chamber, Great Hall, Coppersmith, Scout, Saboteur, Tribute

New Cards

Courtier Action
Reveal a card from your hand.
For each type it has (Action, Attack, etc.), choose one: +1 Action, or +1 Buy, or +, or gain a Gold.'
The choices must be different.

Patrol Action
+3 Cards.
Reveal the top 4 cards of your deck. Put the Victory cards and Curse cards into your hand. Put the rest back in any order.

Replace Action/Attack
Trash a card from your hand. Gain a card costing up to more than the trashed card. If the gained card is an Action or Treasure, put it onto your deck. If it's a Victory card, each other player gains a Curse.

Diplomat Action/Reaction
+2 Cards.
If you have 5 or fewer cards in hand (after drawing), +2 Actions
-----------------
When another player plays an Attack card, you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.

Mill Action/Victory
Worth 1
+1 Card
+1 Action.
You may discard 2 cards for


Secret Passage
Action
+2 Cards
+1 Action
Take a card from your hand and put it anywhere in your deck.

Lurker Action
+1 Action.
 Choose one: Trash an Action card from the Supply, or gain an Action card from the trash.
« Last Edit: September 27, 2016, 09:58:54 pm by Marcory »
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