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Author Topic: Dominion Re-Theme: Habits  (Read 1400 times)

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Matt_Arnold

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Dominion Re-Theme: Habits
« on: March 03, 2012, 04:18:01 pm »
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Players attempt to grow out of pain and creature comforts to joy, enlightenment, and fulfillment, by forming good habits, and avoiding mood disorders. Will you self-medicate? Dodge responsibility? Engage in stoic self-denial? These and other tactics are yours to choose.

Disclaimers:
1. Dominion is by Donald X. Vaccarino, published by Rio Grand Games. The rules to this game are that of Dominion. Only the card names and artwork are different.
2. The actual instructions on the cards ought to remain the same except for the card names, because it would be confusing to say "personality" for "deck" and all these other word substitutions. However, I expect DominionStrategy forum readers to know how the cards work, so I am making the metaphor as explicit as possible in the hopes to better amuse you.
3. You will almost certainly disagree with my assignments, based on how you think people work. I apologize in advance, and own up to the use of my own philosophy.
4. I have not re-themed all the cards yet. This is a draft.

Terminology changes:
+1 Card = +1 Attention.
+1 Action = +1 Will.
+1 Buy = +1 Training.
Gain = Learn.
Trash = Unlearn.
Card = Habit.
Deck = Personality.
Hand = Awareness.

PREVIOUS NAME- NEW NAME

Curse-   Mood Disorder   Worth negative 1 Reward.

REWARD HABITS

Estate-   Comfort   Worth 1 Reward.

Duchy-   Pleasure   Worth 3 Rewards.

Province-   Joy   Worth 6 Rewards.

Colony-   Breakthrough   Worth 10 Rewards.

Point Chip-   Fulfillment   Worth 1 Reward.

Garden-   Slack   Worth 1 Reward for every 10 habits in your personality, rounded down.

Vineyard-   Fame   Worth 1 Reward for every 4 Behavior habits in your personality, rounded down.

DRIVE HABITS

Copper-   Pain   +1 Motivation. Illustration: A hand warding off a stick.

Silver-   Hope   +2 Motivation. Illustration: A hand reaching for a carrot dangling from a string.

Gold-   Love   +3 Motivation. Illustration: A hand offering a carrot.

Platinum-   Enlightenment   +5 Motivation. Illustration: An eye.

Potion-   Guilt   +1 Guilt.

Ill-Gotten Gains-   Anger   +1 Motivation. You may learn a Pain, putting
it into your awareness. -- When you learn this, each other player learns a Mood Disorder.

Harem-   Self-Esteem   +2 Motivation. +2 Reward.

Hoard-   Lust   +2 Motivation. When this is in play, when you train to learn a Reward, learn a Love.

Loan-   Clarity   +1 Motivation. Reveal habits from your personality until you find a Drive. Either discard it or unlearn it, your choice. Put the other revealed habits into your subconscious.

Philosopher's Stone-   Shame   +1 Motivation for every 5 habits in your personality plus subconscious, rounded down.

Cache-   Self-Medication   +3 Motivation. -- When you learn this, learn 2 Pain.

BEHAVIOR HABITS

Bureaucrat-   Pray   Learn a Hope, putting it on top of your personality. Each other player reveals habits from his personality until he finds a Reward, puts it on top of his personality, and puts the rest into his subconscious.

Chapel-   Detach   You may unlearn 4 habits from your awareness.

Explorer-   Community   You may reveal a Joy from your awareness. If you do, learn a Love, putting it into your awareness. Otherwise, learn a Hope, putting it into your awareness.

Militia-   Lie   +2 Drive. Each other player puts cards from his awareness into his subconscious until he has 3 habits in his awareness.

Moat-   Lock Your Doors   +2 Attention. -- When another player plays an attack, you may reveal this from your awareness. If you do, you are unaffected by the attack.

Witch-   Blame   +2 Attention. Each other player learns a Mood Disorder.

Baron-   Touch   You may reveal a Comfort from your awareness. If you do, +4 Motivation. Otherwise, learn a Comfort. +1 Training.

Coppersmith-   Fret   This turn, each Pain is worth +1 Motivation.

Masquerade-   Ask For Help   +2 Attention. Each player passes a habit from his awareness to the player on his left. You may unlearn 1 habit.

Saboteur-   Insult   Each other player reveals habits from his personality until he reveals one that cost at least 3 Motivation. He unlearns that habit and discards the rest.

Haven-   Use To-Do List   +1 Attention, +1 Will. Set aside a habit from your awareness under this. At the start of your next turn, put it into your awareness.

Lookout-   Haste   +1 Will. Look at the top 3 habits of your personality. Unlearn one. Discard one. Put one back on your personality.

Merchant Ship-   Excercise   Now and at the start of your next turn, +2 Motivation.

Tactician-   Sleep Early, Rise Early   Discard your awareness. If you discarded any habits this way, at the start of your next turn, +5 Attention, +1 Will, +1 Training.

Warehouse-   Concentrate   +3 Attention. Discard 3 habits. +1 Will.

Wharf-   Keep Records   Now and at the start of your next turn, +2 Attention, +1 Training.

Apprentice- Meditate   +1 Will. Unlearn a habit from your awareness. +1 Attention for each Motivation in its cost.

Apothecary-   Introspect   +1 Attention. Reveal the top 4 habits from your personality. Put any Pains and Guilts into your awareness. Put the others back in any order.

Counting House-   Snoop   Look through your discard pile. You may put any number of Pains from it into your awareness.

Mountebank-   Punish   +2 Drive. Each other player either reveals a Mood Disorder from their awareness, or learns a Pain and a Mood Disorder.

Goons-   Identify With A Group   +2 Drive. Each other player puts cards from his awareness into his subconscious until he has 3 habits in his awareness. +1 Training. - When this is in play, for each habit you learn this turn, +1 Fulfillment.

Monument-   Create   +2 Drive. +1 Fulfillment.

Bishop-   Serve   +1 Drive. Unlearn a habit from your awareness. +1 Fulfillment equal to half its Motivation cost, rounded down. Each other player may unlearn a habit from their awareness.

Fortune Teller-   Threaten   +2 Drive. Each other player reveals habits from the top of their personality until they find a Reward or Mood Disorder, putting it back and discarding the rest.
« Last Edit: March 03, 2012, 04:21:15 pm by Matt_Arnold »
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