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Author Topic: Dominion: New Alchemy (beta)  (Read 2742 times)

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NoMoreFun

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Dominion: New Alchemy (beta)
« on: December 14, 2016, 03:11:30 pm »
+1

The expansion will either come with a new, big box version of alchemy, or be a small expansion of 150 cards that you can buy after Alchemy.

New Mechanics:

Rack: Cards on your rack go into your hand at the start of your turn. There are many ways to get cards on your rack in this expansion. "Rack a card" means "put the top of your deck" (ie like drawing except instead of putting it in your hand, put it on your Rack), but a card may also ask you to rack a specific card (eg "Gain a Silver and rack it").

Dual cost: Cards and events in this expansion may have 2 costs. If either of the costs has P, include potion in the Kingdom.
Both costs are "present". If either of the costs satisfy a condition you must count the card, so if you are required to gain a card with one of the costs (eg upgrade), you must gain it.
If a task cares about the cost of a card (eg gaining a card based on the cost of the card you trashed with Remodel), the player doing the task in question chooses which of the two costs to work with.
You may buy the card by paying either of the listed costs
However you may choose either cost for the card you just bought when referring to any cards that care about the cost of a card you just bought (eg Talisman, Haggler)

New tokens with replacement randomisers:

Like Adventures, New Alchemy has tokens that can be put on cards. Events may refer to these tokens. Additionally, some cards from the old Alchemy expansion have new randomisers that refer to the placement of these cards.

They are
Transmute: "Place every player's 2 Buys token on this card (when you gain a copy of this card, +2 Buys)"
Scrying Pool: "Place every player's block token on this card (when another player plays this attack card, it doesn't affect you)"
Familiar: "Place every player's -$1 cost token on this card" (costs $1 less but not less than 0)
Philosopher's Stone: "Place every player's Rack token on this card" (when you gain this card, rack it)

Warlock
Action/Attack - $3P/$4
+$2
+$P
Each other player puts a potion from their hand on their deck (or reveals a hand with no Potion)
---
When you gain this, each other player gains a Potion.

Plenipotentiary
Action/Attack - $4P/$6
+4 Cards
You may return a Potion to the supply from your hand. If you do, each other player gains a Potion and a Curse.

Diviner
Action - $P/$3
+2 Actions
+$1
Reveal the top card of your deck. If it has $P in its cost, put it in your hand. Otherwise, rack it.

Demystify
Action - $2P/$5
Trash a card from your hand. If it has P in its cost, +1 Action. Gain a card costing up to $2P more than the trashed card.

Element Collection
Victory - $P/$4
Worth 1VP for every X Potions you have in your deck, rounded down (where X is the number of cards in the kingdom with Potion in its cost)

Brewery
Action - $P/$4
+1 Card
+2 Actions
You may discard a Potion; if you do, +1 Card, +2 Actions
---
When you gain this, +1 Buy

Summoner
Action - $5
Rack this
---
While this is on your rack, when you gain a card, rack it

(4 cards to add)

Events

Course
Event - $P
Trash a card you have in play. Gain an Action card costing up to $1 more than it.

Reflection
Event - $P
+1 Buy
Rack a card you have in play

Conjure
Event - $P
+1 Buy
Gain a card costing up to $4

Bronze Worker
Event - $P
+1 Buy
Rack a card for each Copper you have in play

Tactic
Event - $P
+1 Card
Rack your hand

Melody
Event - $P
+1 Buy
Reveal the top 3 cards of your deck. Rack the Actions, put back the Treasures in any order, and discard the rest.

Display
Event - $1P
+1 Buy
Rack a card from your hand. +$1 for each card on your Rack.

Fortify
Event - $P/$2
Once per turn: +1 Buy. You may take back your Block token from a card. If you did, +$4. Otherwise, place your Block token on any supply pile (attacks with the Block token don't affect you when played by others)

Distribute
Event - $P
+2 Buys
Once per turn: Place your -$1 Cost token on any card (this card costs $1 less, but not less than $0)

Rift
Event - $P/$2
+1 Buy
Place your Rack token on an Action supply pile (when you gain a card from that pile, rack it)

Circus
Event - $P/$3
+1 Buy
Place the +2 Buys token on a card costing at least what you paid for this event (when you gain a copy of that card, +2 Buys)

Gale
Event - $P
+1 Buy
Rack 2 cards. Each other player discards their Rack or the same number of cards from their hand.

Mirror
Event - $1P
+1 Buy
Trash a card you have in play. If you did, play a Treasure you have in play again.

Trainee
Event - $1P
+1 Buy
Trash a card from your hand. Rack a card per $ it costs. +$2 if it had P in its cost.

Sneak
Event - $P/$2
Trash a Potion you have in play. If you did, +2 Actions, +2 Buys, Gain a Silver and return to your Action phase.


Event - $P/$5
+1 Buy
Gain a Gold, a Potion and a Copper

Grand Design
Event - $8P
Trash a Potion from play. If you did, at the end of your turn, rack your deck and discard pile.

Cocktail
Event - $PP
+2 Buys
+$P
+$3
Gain a card costing up to $6

(6 Events to add)

Clarfications:

Dual Cost Cards:
You can gain a card with a dual cost with Smugglers even if the player to your left paid more than $6 for it (similar to Bridge, Highway)
If a dual cost card is trashed with Swindler, the player who played the Swindler decides which of the two costs they wish to use for the card's effect (as the card specifies "you choose") but a copy of the card they just trashed is always available as one of the options to replace the trashed card (as long as it's in the supply).
Saboteur and Sage will stop revealing cards if it reveals a dual cost card with a cost higher than $3. With Saboteur the player can gain a card costing up to $2 less than either cost.
If the card is revealed with Knights or Rogue and one of the costs is between $3 and $6, it is one of the cards the player is able to trash (falling under the "both costs are present" rule), and they must trash it if the other revealed card does not have a cost between $3 and $6. Similarly Rogue gains it if it's in the trash and you can't choose to attack instead if it's the only card costing between $3 and $6 in the trash.
Giant and Warrior are asking the player being attacked what the cost of the revealed card is (as it's in the "each other player" portion of the card), so they get to choose what happens.
The player who played Chariot Race chooses the cost of all the revealed cards

Fortify: You can place the Block token on any card, but it only cancels effects for Attacks played by others. You will still get the effects of cards like Council Room and Masquerade, and you can still play attacks.
Brewery/Circus: +buy has no effect if it isn't your turn.
« Last Edit: January 02, 2017, 09:42:02 am by NoMoreFun »
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Gubump

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Re: Dominion: New Alchemy (beta)
« Reply #1 on: December 21, 2016, 08:32:02 pm »
+1

Just for kicks, I've mocked up all of the Kingdom cards:

Warlock

Plenipotentiary

Diviner

Demystify

Element Collection

Brewery

Summoner

I'll mock up the Events once the website I use gets that functionality added.
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All of my fan card mockups are credited to Shard of Honor and his Dominion Card Image Generator (the new fork).
If you're having font issues with the generator, click this link and click on the button to request temporary access to the demo server that loads the font.

majiponi

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Re: Dominion: New Alchemy (beta)
« Reply #2 on: December 22, 2016, 04:04:00 am »
0

... Additionally, some cards from the old Alchemy expansion have new randomisers that refer to the placement of these cards.

They are
...
Scrying Pool: "Place every player's block token on this card (when another player plays this attack card, it doesn't affect you)"
So the new Scrying Pool is
Quote
Scrying Pool
cost $2P - Action - Attack
Place every player's block token on this card.

When another player plays this, it doesn't affect you.
or,
Quote
Scrying Pool
cost $2P - Action - Attack
Place your block token on this card.
Right? I think it too weak.
(When another player plays this Scrying Pool (it's an Attack), it doesn't affect you. So new Scrying Pool affects only who plays.)
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NoMoreFun

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Re: Dominion: New Alchemy (beta)
« Reply #3 on: December 22, 2016, 06:52:49 am »
0

Scrying Pool is now

Action/Attack - $2P
+1 Action
Reveal the top card of your deck. Either discard it or put it back. Then reveal cards from the top of your deck until you reveal one that isn't an Action. Put all the revealed cards into your hand.

So yes it only affects the person who plays (except for games with Fortify). Donald X has said several times that if he could go back he'd get rid of the attack. It's an annoying and time consuming attack for something that doesn't really matter to the card's strength. This is my way of fixing it without reprinting the card.
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majiponi

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Re: Dominion: New Alchemy (beta)
« Reply #4 on: December 22, 2016, 10:41:40 am »
0

Scrying Pool is now

Action/Attack - $2P
+1 Action
Reveal the top card of your deck. Either discard it or put it back. Then reveal cards from the top of your deck until you reveal one that isn't an Action. Put all the revealed cards into your hand.

So yes it only affects the person who plays (except for games with Fortify). Donald X has said several times that if he could go back he'd get rid of the attack. It's an annoying and time consuming attack for something that doesn't really matter to the card's strength. This is my way of fixing it without reprinting the card.
So, SP rebirths as non-interactive card, right? I mean it does not only move token but also has the effect which we know now?
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luser

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Re: Dominion: New Alchemy (beta)
« Reply #5 on: December 22, 2016, 01:24:51 pm »
+1

Dual cost as here are bad idea, now they make potion skippable. Just buy silver and you could buy all cards with potion cost, except of few where cost difference is 3 or more but with 3 alternative potion serves as a gimped quarry. So either remove that or make potion worth 3 or more coins.

As cards:

Warlock. - weaker than scout. Buying potion instead is almost always better as this is potion and terminal copper and you don't want terminal coppers in your deck. Attack is weaker than bureaucrat so it doesn't matter.

Plenipotentiary - hunting grounds variant with potion tennis, interesting.

Diviner - didn't play with it maybe too strong as village+peddler depending how much will blind haven effect harm you.

Demystify - Depends if you have other potion card in kingdom or not. If not it is just a more expensive remodel. If you have look too strong, trash copper gain 2p card or trash 4 cost gain possession.

Element collection - without other potion cost card it is much stronger than duke slog as potions cost 4 and this has better vp potential. With another potion cost card it becomes almost worthless, 8 potions and 8 collection give you 32 vp which is only 2 vp per card.

Brewery - just a village that could turn a potion into village. As you want to buy potion cost card that doesn't happen often unless you could draw your deck but then you probably don't need extra action. Should cost 3 as its basically just a vanilla village.

Summoner - I would need to play like 100 games with it usability depends on board in nontrivial way. With no buys playing terminal to get extra card in hand it looks bad, similar for bm/slogs where terminal collision prevents using it often and drawing extra silver on next turn isn't that good.  With good trashing it is skippable as you will have reliable engine and spending that 5 on power card is better. So I am not sure how often and how much it could be useful.

course - almost looks like fixed transmute. What about alternative to make tmute event where it would do victory->gold, treasure->action 2 at most two more expensive and action->duchy.

reflection - looks weak, needs unneeded potion and buy. Then it becomes scheme+caravan for one turn.

conjure - basically turns potion into ironworks at end of turn that could get multiple vp cards. Looks quite strong.

bronze worker - I am not sure if it is too strong or not. by buying only one copper then potions you could easily draw half of your deck each turn. You would need 4 silver(or copper+gold) to get province/turn.

Tactic - too strong. Get a potion and you could ignore greening as you will rack it turn after turn. probably 4 silver and 2-3 potions would quickly make golden deck where you play 4silver+potion for province and racking everything else.

Melody - weaker version of expedition, otherwise sorta ok.

display - not sure about that.

fortify - bad idea. Makes every attack skippable and negating attacks which leads to less interesting games.

distribute - looks weak, definitely worse than quarry unless its only source of buys.

mirror - turn potion into a chapel that could only trash coppers and ruins if you could play them. look okish.

grand design - useless. It cost too much for moneyish decks. For engines it wouldn't draw anything.




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NoMoreFun

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Re: Dominion: New Alchemy (beta)
« Reply #6 on: December 22, 2016, 01:45:55 pm »
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All the potion dual costs are designed to make potion or potion costs a part of how the card functions. The events don't necessarily; I just couldn't justify a sole potion cost for events you would only buy once.
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GendoIkari

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Re: Dominion: New Alchemy (beta)
« Reply #7 on: December 22, 2016, 03:11:49 pm »
0

The tokens feel like a really awkward way to eratta existing cards. Unless a specific event is in the kingdom, each token does nothing other than eratta a single existing card. Seems like it would just be cleaner to say "when playing with this set, use the following eratta on these few cards."
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GendoIkari

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Re: Dominion: New Alchemy (beta)
« Reply #8 on: December 22, 2016, 03:15:02 pm »
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grand design - useless. It cost too much for moneyish decks. For engines it wouldn't draw anything.

I think your missing the fact that it happens at the end of your turn. After cleanup; meaning you start your next turn with your entire deck drawn. Unless by "won't draw you any cards", you meant that you would have drawn your deck anyway. But not all engines can always draw the deck.
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NoMoreFun

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Re: Dominion: New Alchemy (beta)
« Reply #9 on: December 22, 2016, 06:35:06 pm »
0

The tokens feel like a really awkward way to eratta existing cards. Unless a specific event is in the kingdom, each token does nothing other than eratta a single existing card. Seems like it would just be cleaner to say "when playing with this set, use the following eratta on these few cards."

The problem is either replacement decks need to be printed, or what you play isn't what you read. The tokens from Adventures offer a third way.

The "replace a bunch of cards with a bunch of new cards that use the old concepts" idea also works, but the problem is Alchemy's more questionable cards aren't all too weak or too far off being fixed (Eg Scrying Pool). 
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