Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1]

Author Topic: New landscape : Laws  (Read 1240 times)

0 Members and 1 Guest are viewing this topic.

Vengil

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 35
  • Respect: +16
    • View Profile
New landscape : Laws
« on: April 13, 2020, 12:08:39 pm »
0

Update : 25/05/2020

Hello,
Sorry for my bad english. :)

Laws are landscapes that change a rule of the game for new strategys (and strange funny games).
You can play one Law maximum per game and not more than two total Laws, Ways, Events, Landmarks, and Projects.

Here is the updated version. I used the images of the 12 cards removed from the game since the second edition of Dominion.


**************
Older version :
Quote
Law 1 : Set up: Remove the Provinces from the game. Add an extra kingdom card pile with Victory type.

Law 2 : Set up: Remove the Golds from the game. Add an extra kingdom card pile with Treasure type.

Law 3 : The cards cost one more (Coopers and Curses cost one).

Law 4 : When you trash a card: receive a card with the same cost.

Law 5 : The game finish when two piles are empty (except the Curse and Ruin piles).

Law 6 : Set up : Remove four cards from each kingdom pile (one in two if is a split pile). The game ends with five empty piles instead of three.

Law 7 : For your first two turn: reveal your hand and buy the most expensive Action card for your opponent.

Law 8 : Set up : Each player add an Embargo token to a supply pile.(for the rest of the game, when player buys a card from that pile, they gain a Curse.).

Law 9 : Set up : Each player start the game with a copy of each kingdom card instead the normal starting cards.

Law 10 : You can play eight cards maximum per turn.

What do you think?  :)
If you're interested, do you have any name ideas for the laws?
« Last Edit: June 22, 2020, 11:12:40 am by Vengil »
Logged

D782802859

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 245
  • Respect: +268
    • View Profile
Re: New landscape : Laws
« Reply #1 on: April 13, 2020, 01:06:50 pm »
0

Law 1: This is gonna force three-pile endings and generally be a bit strange, it needs a win condition to replace the draining of the provinces.
Law 2: This one works well.
Law 3: Increasing costs has rules issues and is confusing with cost reduction.
Law 4: Not a fun play experience with trashing.
Law 5: Calling out Ruins or any specific Kingdom card is bad form if it isn't always included in the kingdom with that card.
Law 6: Extremely swingy with certain piles in 3- or 4-player and makes boring decks with just treasures the best option.
Law 7: This one is confusing, I'm not sure what it exactly does.
Law 8: This one is good, but do the players choose the pile? It isn't specified, although I assume they do.
Law 9: Very swingy, but fun. A bit board dependent. Hard nerfs trashers.
Law 10: This needs a clause for cases like Golem. What if you play Golem eighth in a turn? Do the cards it reveals just not get played? It doesn't say, it needs something like Enchantress. It probably should only affect actions, not all cards.
Logged

Jack Rudd

  • Saboteur
  • *****
  • Online Online
  • Posts: 1220
  • Shuffle iT Username: Jack Rudd
  • Respect: +1187
    • View Profile
Re: New landscape : Laws
« Reply #2 on: April 13, 2020, 01:11:57 pm »
+2

Law 5: Calling out Ruins or any specific Kingdom card is bad form if it isn't always included in the kingdom with that card.
Counter-example: Vagrant
Logged
Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Wizard_Amul

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 134
  • Respect: +147
    • View Profile
Re: New landscape : Laws
« Reply #3 on: April 13, 2020, 02:18:05 pm »
0

Hello,
Sorry for my bad english. :)

Laws are landscapes that change a rule of the game for new strategys (and strange funny games).
You can play one Law maximum per game and not more than two total Laws, Ways, Events, Landmarks, and Projects.

Quote
Law 1 : Set up: Remove the Provinces from the game. Add an extra kingdom card pile with Victory type.

Law 2 : Set up: Remove the Golds from the game. Add an extra kingdom card pile with Treasure type.

Law 3 : The cards cost one more (Coopers and Curses cost one).

Law 4 : When you trash a card: receive a card with the same cost.

Law 5 : The game finish when two piles are empty (except the Curse and Ruin piles).

Law 6 : Set up : Remove four cards from each kingdom pile (one in two if is a split pile). The game ends with five empty piles instead of three.

Law 7 : For your first two turn: reveal your hand and buy the most expensive Action card for your opponent.

Law 8 : Set up : Each player add an Embargo token to a supply pile.(for the rest of the game, when player buys a card from that pile, they gain a Curse.).

Law 9 : Set up : Each player start the game with a copy of each kingdom card instead the normal starting cards.

Law 10 : You can play eight cards maximum per turn.

What do you think?  :)
If you're interested, do you have any name ideas for the laws?

Law 1 - Provincial Exchange
Law 2 - Alchemical Conversion
Law 3 - Inflation
Law 4 - Redesign
Law 5 - Hasten
Law 6 - Redistribution
Law 7 - Bequeath
Law 8 - Sanction
Law 9 - Population
Law 10 - Shackled


Logged

GendoIkari

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 8956
  • Respect: +9750
    • View Profile
Re: New landscape : Laws
« Reply #4 on: April 13, 2020, 04:35:52 pm »
+4

Law 3: Increasing costs has rules issues and is confusing with cost reduction.

Having that as a card effect would indeed cause confusion with cost reduction, but I don't think that applies to a Law. It seems clear that a Law would change the "base" cost of cards; it would be the new starting point of a cost before applying any reductions. Meaning that if you played a Bridge or Highway, Coppers would cost ; there's no question about if you should first apply the cost reduction, and then increase the cost due to the Law.

However, this Law does completely break Livery; with this Law in place, every time you play Livery you gain the entire Horse pile.
Logged
Check out my F.DS extension for Chrome! Card links; Dominion icons, and maybe more! http://forum.dominionstrategy.com/index.php?topic=13363.0

Thread for Firefox version:
http://forum.dominionstrategy.com/index.php?topic=16305.0

D782802859

  • Conspirator
  • ****
  • Offline Offline
  • Posts: 245
  • Respect: +268
    • View Profile
Re: New landscape : Laws
« Reply #5 on: April 13, 2020, 04:41:25 pm »
0

Law 3: Increasing costs has rules issues and is confusing with cost reduction.

Having that as a card effect would indeed cause confusion with cost reduction, but I don't think that applies to a Law. It seems clear that a Law would change the "base" cost of cards; it would be the new starting point of a cost before applying any reductions. Meaning that if you played a Bridge or Highway, Coppers would cost ; there's no question about if you should first apply the cost reduction, and then increase the cost due to the Law.

However, this Law does completely break Livery; with this Law in place, every time you play Livery you gain the entire Horse pile.
Cost increases are probably fine as a card like this, but it should have some clarifying text to specify how it works with cost reduction. Also, the Livery interaction is a problem, unless you clarify cards in the supply. However, that has its own issues.
Logged

Vengil

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 35
  • Respect: +16
    • View Profile
Re: New landscape : Laws
« Reply #6 on: April 15, 2020, 07:17:48 pm »
0

New version !
(sorry for my bad english)

Quote
1) New territories:
Set up : remove the Provinces from the suply. Add a extra kingdom pile with Victory type to the supply.
The game ends when two Victory piles in the suply are empty.

2) Currency change:
Set up: remove the Gold from the supply. Add a extra kingdom pile with Treasure type to the supply.

3) Inflation:
The starting cards and the cards in supply cost one more.
Apply this effect before other cost changes

4) Redesign:
When you trash a card, if the trasher you do also gain coins or a card: also gain a card with the same cost as the trashed card.


5) Curfew:
The game ends if the Province pile is empty, or two piles are empty among the Kingdom, Treasure and Victory cards.

6) Optimization:
Set up: For each Kingdom remove four cards for 2 players, or if two cards for 3 or 4 players. If it is a split pile, take as many cards from the top as the bottom of the pile.
The game ends when five piles to the supply are empty instead of three.

7) Bequeath:
For your first and second round: reveal your hand. You must buy the most expensive Action card possible from the supply. This card will go to your left opponent's discard pile instead of yours.

8 ) Sanction :
Set up: Each player add an Embargo token to a supply pile.(for the rest of the game, when player buys a card from that pile, they gain a Curse.).

9) Anarchy:
Set up: each player begins the game with a copy of each kingdom card instead of the normal starting cards.

10) Shackled :
You can play from your hand three Action cards maximum per turn.

I deleted Law 4. I hesitate to delete Law 10 ... What do you think?
Logged

mxdata

  • Witch
  • *****
  • Offline Offline
  • Posts: 496
  • Respect: +544
    • View Profile
Re: New landscape : Laws
« Reply #7 on: April 16, 2020, 05:07:27 pm »
0

#9 would make for a very boring early game if there happens to be no cards with +coins in them.  Then you'd have to spend your first few turns buying Coppers.  In games with cards that have +coins in them, that wouldn't be as much of an issue, but it would still make for a very weird opening.  Depending on the cards, you might be able to draw your deck on turn 1, for example.  And turn 1 provinces could be very easy with the right kingdom
Logged
They/them

popsofctown

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5477
  • Respect: +2849
    • View Profile
Re: New landscape : Laws
« Reply #8 on: April 16, 2020, 06:28:32 pm »
0

Rewording ideas:
3) Inflation: This game, buying an additional card costs 1$ and 1 Buy, rather than normally it costs just 1 Buy.  [More futureproof I think]
5) Curfew: The game ends if the Provinces are empty, or if two piles in the supply with a printed cost of 2$ or more are empty. [more futureproof I think]
10) You can spend an action to play an action card from your hand no more than three times per action phase.  [more clear about whether bypassing the limit using Conclave is allowed, more clear about playing 5 Werewolves or 5 Crowns after the action phase.]
Logged

Vengil

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 35
  • Respect: +16
    • View Profile
Re: New landscape : Laws
« Reply #9 on: April 16, 2020, 08:19:26 pm »
0

#9

Buying copper at the start of the game does not lengthen the game. Each player has the most expensive cards :  the game is generally faster. But it is true: Anarchy is probably often unbalanced.
It is a card to be used rarely for fun with crazy game. :)

Rewording ideas:
3) Inflation: This game, buying an additional card costs 1$ and 1 Buy, rather than normally it costs just 1 Buy.  [More futureproof I think]

It's a good idea !
Why not : "buying an additional card costs 1$ more." ?
Should we specify "+1 buy"? Normally it's already in the rules.

5) Curfew: The game ends if the Provinces are empty, or if two piles in the supply with a printed cost of 2$ or more are empty. [more futureproof I think]

"The game ends if two piles in the supply with a printed cost of 1$ or more are empty (the other possibilities for end the game are valid)."
=> this includes: province empty, colony empty and three empty piles (ruin+curses+other for exemple).

10) You can spend an action to play an action card from your hand no more than three times per action phase.

Good !
I hesitated between three and four actions per turn. It's hard to see the best limitation.

Quote
1) New territories:
Set up : remove the Provinces from the suply. Add a extra kingdom pile with Victory type to the supply.
The game ends when two Victory piles in the suply are empty (the other possibilities for end the game are valid).

2) Currency change:
Set up: remove the Gold from the supply. Add a extra kingdom pile with Treasure type to the supply.

3) Inflation:
Buying an additional card costs 1$ more.

4) Redesign

5) Curfew:
The game ends if two piles in the supply with a printed cost of 1$ or more are empty (the other possibilities for end the game are valid).

6) Resource optimization:
Set up: For each Kingdom remove four cards for 2 players, or if two cards for 3 or 4 players. If it is a split pile, take as many cards from the top as the bottom of the pile.
The game ends when five piles to the supply are empty instead of three (the other possibilities for end the game are valid).

7) Bequeath:
During his first two rounds, each player must reveal his hand and buy the most expensive kingdom card possible from the reserve. This card will go to his left opponent's discard pile instead of his own.

8 ) Sanction :
Set up: Each player add an Embargo token to a supply pile (when player buys a card from that pile, they gain a Curse).

9) Anarchy:
Set up: each player begins the game with a copy of each kingdom card instead of the normal starting cards.

10) Shackled :
You can spend an action to play an action card from your hand no more than three times per action phase.
« Last Edit: April 17, 2020, 11:43:49 am by Vengil »
Logged

popsofctown

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5477
  • Respect: +2849
    • View Profile
Re: New landscape : Laws
« Reply #10 on: April 16, 2020, 09:28:35 pm »
+1

1$ is fine.  It's hard to guess whether there's interesting design space in handing out junk cards worth 1$ someday is why I picked 2$.
------
You can probably remove the stuff about Buys, and probably the word additional.  Wording stuff is hard. 
Logged

Vengil

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 35
  • Respect: +16
    • View Profile
Re: New landscape : Laws
« Reply #11 on: April 17, 2020, 10:33:18 am »
0

After testing, "Inflation" is not balanced. If you start with 5 coopers it is bad. And the beginning of the game is laborious.
=> After buying your first card costing 6 or more, place here one of your cubes. After that and for the rest of the game, buying a card you costs $ 1 more.

For Curfew : I forgot the debts cards and the potions cards ... And in the future there may be a new cost.
=> The game ends if two piles are empty among the Kingdom, Treasure and Victory cards (the other possibilities for end the game are valid).

Shackled :
=> On each turn and after spending a third action to play a card, place your -1 Card token on your deck..
« Last Edit: April 19, 2020, 08:01:42 pm by Vengil »
Logged

Vengil

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 35
  • Respect: +16
    • View Profile
Re: New landscape : Laws
« Reply #12 on: April 17, 2020, 10:39:26 pm »
0

3 new Laws :

11) Grant : At the start of you turn, +1 Action. After trash a card from your hand, place one of your cubes here, then ignore the effects of that card for the rest of the game.

12) Military secret : At the end of your turn, after drawing your hand, turn the top card of your deck face up.

13) Second Chance : After scoring, the player in second position collects all the remaining Domain cards from the reserve and counts his points again.


And my new vertion of Inflation is better after first testing : "After buying your first card costing 6 or more, place here one of your cubes. After that and for the rest of the game, buying a card you costs $ 1 more."
"Inflation" requires the player to think carefully about when to start buying gold. The player can also choose not to buy cards >5$. This favors strategies on reduced cost cards (for example Duke), since the purchase of the Provinces will be slowed down.
« Last Edit: April 19, 2020, 06:25:42 pm by Vengil »
Logged

Vengil

  • Alchemist
  • ***
  • Offline Offline
  • Posts: 35
  • Respect: +16
    • View Profile
Re: New landscape : Laws
« Reply #13 on: April 27, 2020, 10:24:44 am »
+1

The last version.
For the moment, the tests are correct. Laws make games really different. Only one Law will change the strategy for many combinations of 10 kingdom.

Looking forward to others pictures, I used the images of the 12 cards removed from the game since the second edition of Dominion.
« Last Edit: June 22, 2020, 11:12:53 am by Vengil »
Logged
Pages: [1]
 

Page created in 0.282 seconds with 21 queries.