Dominion > Variants and Fan Cards

Aggressive Reserve cards?

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crj:
Following on from this mini-discussion, the idea of a Reserve Attack continues to intrigue me. How might that happen?

As I said there, the most obvious thing would be the Wine Merchant trick: a really strong attack which then went in Reserve and cost you something to get back.

Another possibility would be a "Put this on your tavern mat. At the start of your turn you may call it. When you play or call this..." thing. That would mean it was an "Attack" when played, but not when called. My instinct is that this would be an issue, but then again Noble Brigand got made.

Or maybe a nasty attack that is its own defence: "[Evil stuff].Put this on your tavern mat. -- During your clean-up phase, you may discard this from your Tavern mat. -- While this is in reserve, when another player plays [one of these], it doesn't affect you." Whether or not to keep it in reserve could be an interestingly difficult decision.


Though I started out thinking about how a card might have both the Attack and Reserve types, Donald X later in the thread said "Yes, it would be confusing if calling a card hurt the other players."

So... what about cards that aren't attacks, but hurt other players when called?

My first thought is a "+1 Action. Put this on your Tavern mat. -- When you would gain a card, you may call this. If you do, the current player gains it instead." Is this actually a workable version of the oft-discussed defence which turns an attack back on the attacker? (One key point is that the attacker could see in advance what they were up against; another is that it looks uncommonly intuitive and free from nasty corner cases.)


Thoughts?

Has anyone put work into this area before, that Google isn't finding for me?

faust:

--- Quote from: crj on November 12, 2018, 10:21:30 am ---Or maybe a nasty attack that is its own defence: "[Evil stuff].Put this on your tavern mat. -- During your clean-up phase, you may discard this from your Tavern mat. -- While this is in reserve, when another player plays [one of these], it doesn't affect you." Whether or not to keep it in reserve could be an interestingly difficult decision.

--- End quote ---
Meh. The most common result seems that both players get one, then one player gets to attack once and then both players are protected for the rest of the game. I'm not convinced that calling this is an interesting decision when you could just buy another copy and still be protected.



--- Quote from: crj on November 12, 2018, 10:21:30 am ---So... what about cards that aren't attacks, but hurt other players when called?

--- End quote ---
I don't think people are generally fans of unblockable attacks that aren't Attacks.


--- Quote from: crj on November 12, 2018, 10:21:30 am ---My first thought is a "+1 Action. Put this on your Tavern mat. -- When you would gain a card, you may call this. If you do, the current player gains it instead." Is this actually a workable version of the oft-discussed defence which turns an attack back on the attacker? (One key point is that the attacker could see in advance what they were up against; another is that it looks uncommonly intuitive and free from nasty corner cases.)

--- End quote ---
This particular idea is completely useless without attacks, and I suspect too weak to matter even with them. You could give it some extra effect on play, but if that's good then that just punishes your opponent doubly for attacking you, since now you also get to play your amazing card again. Come think of it, a 1-shot that you can retrieve when being attacked might be somewhat interesting, without the whole hurt the other player stuff.

artless:
Ambush
$3(?)

+1 Action
+1 Card
Set aside a card from your hand face down.
When another player buys a copy of the set-aside card, you may call this to return the set-aside card to your hand, that player gains a curse.

Commodore Chuckles:

--- Quote from: artless on November 12, 2018, 11:28:24 am ---Ambush
$3(?)

+1 Action
+1 Card
Set aside a card from your hand face down.
When another player buys a copy of the set-aside card, you may call this to return the set-aside card to your hand, that player gains a curse.

--- End quote ---

I could be wrong, but it doesn't seem like it would be worth it often to gain a good card, then remove it from your deck in the hopes that they'll buy a copy of it soon. Also, it might be difficult to remember the cards you set aside if you play a whole bunch of these.

ConMan:

--- Quote from: crj on November 12, 2018, 10:21:30 am ---Another possibility would be a "Put this on your tavern mat. At the start of your turn you may call it. When you play or call this..." thing. That would mean it was an "Attack" when played, but not when called. My instinct is that this would be an issue, but then again Noble Brigand got made.
--- End quote ---
Remembering that to defend against an on-call Attack you'd actually need to have the protection in place when it's played. Which means that it would make sense to have some kind of set-up happen when you play the card, and the on-call effect just triggers whatever was set up (e.g. "Each other player takes their <blah> token. Put this on your tavern mat. / <At some point>, you may call this, to make each player with their <blah> token <do a thing>.")

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