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Holunder9

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Power cards
« on: October 17, 2018, 10:06:06 am »
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OK, here is a wacky one. No idea if this is any good.
Power cards are a variation on Projects but they are not sideways, i.e. they are Kingdom cards that can be normally gained.
They are not gained into your discard pile though but directly into play. That's all there is to it.

Here are some rough sketches, no names or mockups yet. I hope it is not too hard to read:


1
$3
At the end of your Buy phase, you may spend to put a card from your hand on your Tavern mat.
—————————————————————
At start of your turn, take or trash this.

2
$4
During your Action phase, you may spend an Action for +  .
—————————————————————
At the start of your turn, discard a Treasure card or trash this.

3
$3
During your Clean-up phase, before drawing cards, you can keep any number of cards in your hand.
—————————————————————
When you gain this, +1 or +1 Villager.

4
$4
At the start of your turn, +1 Action or +1 Buy.
—————————————————————
At the end of your turn, discard a card or pass this to the player to your left.

5
$4
During your Buy phase, you may spend to activate this.
—————————————————————
When you buy a card, you may overpay for it. For each you overpaid, +1 Coffers.

6
$2
During your Action phase, you may draw 3 Cards. If you do, discard a card, freeze this 2 times and each other player draws 2 Cards and discards a card.
—————————————————————
During your Action phase, you may discard a card costing   or more to thaw this.

7

$5
At the end of the game, take an extra turn. Players take single extra turns in player order, waiting until the other players finished their single turns before playing their next, single extra turn.
—————————————————————
At the start of your turn, discard a card or trash this.


Some quick comments:
1 - Paying for trashing or Islanding.
2 - Using Actions as net source of income of +4 (you have to discard at least a Copper). But if you go too engine-y, they self-destroy.
3 - The effect is weak and doesn't satck but sometimes you only want this only for the VPs or the Villagers.
4 - Probably too similar to Fair. Passing is borrowered from Masquerade and as Power cards are never in your hand, discard or deck that means that the other player immediately puts it into play after it is passed and can immediately use it next turn.
5 - Activate means that the card is active afterwards, for the rest of the game, and not before. This is meant to emulate building it in potentially two steps. We will learn about the playtesting multistep Projects once the Secret History is out. Even at a cumulated price of 6 the overpaying for Coffers is probably totally bonkers.
6 - Either it is a Forum that has to discard something good or you wait until it thaws on it own. Freezing is a mechanic by Gazbag, it means that you put that many tokens on it, discard a token at the start of your turn and once no tokens are on it the Power card is active again. Thaw means you remove all tokens.
7 - The official card-shaped thing that grants an extra turn at the end of the game will most likely be a Project. This can stack so you can pull off funky tricks like 3-piling and then getting some Provinces. But if you get too many copies of the card too early, you could Miltia yourself to death. The wording is pretty awkward.
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GendoIkari

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Re: Power cards
« Reply #1 on: October 17, 2018, 10:30:59 am »
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Not sure if there's enough of a difference from Projects to make them make sense. I do see the few differences though.

#2 seems bad, because you don't know if you'll always have a treasure to discard. I think at the least it should be at the end of your turn instead of the start.

With #3, it's not clear if you would still draw 5 more cards, or only draw up to 5.

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Aquila

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Re: Power cards
« Reply #2 on: October 17, 2018, 10:51:32 am »
+1

If a kingdom card doesn't enter the deck, should it be a kingdom card? It feels a bit contrary to the deck-building nature of the game. At least, you won't get much going on with all 7 of these at once. Most of these (all but 3 and 5?) look like they're trying to be Projects that can turn off, and you buy them again to turn them back on.
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Holunder9

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Re: Power cards
« Reply #3 on: October 18, 2018, 03:30:04 am »
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#2 seems bad, because you don't know if you'll always have a treasure to discard. I think at the least it should be at the end of your turn instead of the start.
That's intentional. The card allows you to transform a Village into a QuintuplePeddler so there has to be some harsh downside.

Quote
With #3, it's not clear if you would still draw 5 more cards, or only draw up to 5.
Up to 5.


If a kingdom card doesn't enter the deck, should it be a kingdom card?
Yeah, Power cards should probably be in the Supply but not in the Kingdom so you do e.g. pick 10 Kingdom cards and 2 Power cards.

Quote
It feels a bit contrary to the deck-building nature of the game.
Well, it is meant to be a Project variant.

Quote
Most of these (all but 3 and 5?) look like they're trying to be Projects that can turn off, and you buy them again to turn them back on.
There are two other ideas: effects that can stack and two-step building. And you can of course incorporate any other ideas, the concept is after all that you have a broader design space (at the "cost" of lack of simplicity) than with Projects. For example it seems natural to me that something that grants you an extra turn after the end of the game should permanently punish (arguably if you buy the corresponding Project too early there is also a punishment in terms of having invested too early into something) you to make the decision when to buy it more tense.
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