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Author Topic: Uneven Landmarks  (Read 1469 times)

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NoMoreFun

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Uneven Landmarks
« on: January 11, 2017, 12:28:12 pm »
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All the Landmarks are designed to be relatively equal (ie each player has equal access). What if they didn't, to encourage different strategies.

Gallery
When counting, +2VP for each card with your Gallery token, -1VP for each card with someone else's Gallery token
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Setup: Each player, in reverse turn order, places their Gallery on a supply pile of their choice (each pile may only have one Gallery token on it)

Black and White tokens: The last player takes a coloured token, and the player to their left is given the opposite coloured token. Repeat until everyone has a token


Caves
When counting
Black: +1VP for each card you have less than 25
White: +1VP for every 2 cards you have over the first 25

Fork
When counting
Black: +1VP for each card costing 5
White: +1VP for each card costing 3 or 4

Prison
Black: +1VP when you buy a Copper
White: +3VP when you buy a Curse

Slums
When counting
Black: +10VP if there are fewer than 3 empty piles
White: +10VP if there are 3 or more empty piles

Cliffs
Place a VP token on this card every turn. If there are 8 VP tokens on this card, remove all VP from this card, and replace the coloured token with its opposite colour.
When counting: +VP equal to the number on the card if your token 
Setup: Place a White Counter on this card

Valley
White: +1VP when you gain a Duchy
Black: +1VP when you gain an Estate
« Last Edit: January 11, 2017, 12:30:51 pm by NoMoreFun »
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faust

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Re: Uneven Landmarks
« Reply #1 on: January 11, 2017, 12:42:23 pm »
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The problem is that not all strategies are equally, or even comparably, good on each board.

If I put my Gallery token on the only splitter on an engine boards, I get a +10 VP lead easily.

With Caves, the White option seems almost always better, because of how hard it is to keep our deck small.

Fork is probably okay on most boards, but there are always degenerate cases.

With prison, the Curse option seems better most of the time, and on boards where this isn't the case, Copper will be clearly better. I think it's hard to even find a board where this causes somewhat even chances.

Slums on a BM board gives a huge advantage to one player.

Cliffs could be okay, but I would still like it better as a shared resource where the VP go to the player who doesn't end the game.

Valley will also clearly favor one player on 90% of the boards where it is relevant.

The only way to use these is with tailored kingdoms IMO.
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NoMoreFun

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Re: Uneven Landmarks
« Reply #2 on: January 11, 2017, 04:12:27 pm »
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I tried to mitigate them  by making it reverse turn order. IIRC Dominion over all has a slight first turn advantage, with some boards having extreme fta and some having the opposite (eg Tax games.)

Perhaps polar opposites isn't the best way to design them
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LibraryAdventurer

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Re: Uneven Landmarks
« Reply #3 on: January 11, 2017, 10:47:49 pm »
+2

These could work as a good handicap for if like one of us was playing against someone who doesn't play very often if you tailor it so the best player gets the disadvantage. I might use them like that.
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