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Author Topic: What card design rules are left?  (Read 53729 times)

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GendoIkari

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What card design rules are left?
« on: August 08, 2012, 09:55:51 am »
+1

So this set has destroyed a few standard "rules"...

  • $1 cost card
  • Gaining cards from the trash
  • +2 buys (never really a rule, but it's never been done)
  • Alternative "Curse" cards
  • Victory card that counts money in your deck
  • Card that can give negative money when played

So what's left?
  • Don't trash cards from the supply
  • No more "vanilla" cards
  • ??
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werothegreat

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Re: What card design rules are left?
« Reply #1 on: August 08, 2012, 09:58:01 am »
+4

Blood Money.
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Thisisnotasmile

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Re: What card design rules are left?
« Reply #2 on: August 08, 2012, 09:58:56 am »
0

If by "design rules" you mean "things that haven't been done yet but in theory could be done", then the answer is: lots.
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werothegreat

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Re: What card design rules are left?
« Reply #3 on: August 08, 2012, 10:00:44 am »
0

If by "design rules" you mean "things that haven't been done yet but in theory could be done", then the answer is: lots.

He means things we've told ourselves should never be done on a Dominion card.
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GendoIkari

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Re: What card design rules are left?
« Reply #4 on: August 08, 2012, 10:00:56 am »
0

If by "design rules" you mean "things that haven't been done yet but in theory could be done", then the answer is: lots.

I mean things that people have specifically talked about and said "no, you shouldn't do that on cards."
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Re: What card design rules are left?
« Reply #5 on: August 08, 2012, 10:20:22 am »
+2

Don't trash cards from the supply
There's no reason that this can't be done as long as certain restrictions are put in place to prevent mass Province/Colony trashing.

Quote
No more "vanilla" cards
We've already broken that in Dark Ages with Ruined Market!  :D
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GendoIkari

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Re: What card design rules are left?
« Reply #6 on: August 08, 2012, 10:22:38 am »
0

Quote
No more "vanilla" cards
We've already broken that in Dark Ages with Ruined Market!  :D

Lol, half-credit to Ruined Market. It's not quite vanilla because you can't just buy it at will (only if it happens to be on top of the pile).
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Re: What card design rules are left?
« Reply #7 on: August 08, 2012, 10:27:21 am »
+9

Don't make a card which is strictly better/worse than another card.

werothegreat

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Re: What card design rules are left?
« Reply #8 on: August 08, 2012, 10:29:59 am »
+8

Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
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Re: What card design rules are left?
« Reply #9 on: August 08, 2012, 10:31:17 am »
+2

Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
The word 'strictly' is incredibly important in my statement.

werothegreat

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Re: What card design rules are left?
« Reply #10 on: August 08, 2012, 10:32:42 am »
0

Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
The word 'strictly' is incredibly important in my statement.

Well, that already happened with Council Room and Margrave.
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Captain_Frisk

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Re: What card design rules are left?
« Reply #11 on: August 08, 2012, 10:36:30 am »
+1

So this set has destroyed a few standard "rules"...

  • $1 cost card
  • Gaining cards from the trash
  • +2 buys (never really a rule, but it's never been done)
  • Alternative "Curse" cards
  • Victory card that counts money in your deck
  • Card that can give negative money when played

So what's left?
  • Don't trash cards from the supply
  • No more "vanilla" cards
  • ??

We've also just violated the "fish through your discard" rule.
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WanderingWinder

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Re: What card design rules are left?
« Reply #12 on: August 08, 2012, 10:37:26 am »
+4

Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
The word 'strictly' is incredibly important in my statement.

Well, that already happened with Council Room and Margrave.
I'm sorry - which of those is strictly better than the other? Council room gives you more cards. Margrave has the attack. So, the attack is USUALLY better, but not always.
Hence, the word STRICTLY is important here.

GendoIkari

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Re: What card design rules are left?
« Reply #13 on: August 08, 2012, 10:39:41 am »
0

So this set has destroyed a few standard "rules"...

  • $1 cost card
  • Gaining cards from the trash
  • +2 buys (never really a rule, but it's never been done)
  • Alternative "Curse" cards
  • Victory card that counts money in your deck
  • Card that can give negative money when played

So what's left?
  • Don't trash cards from the supply
  • No more "vanilla" cards
  • ??

We've also just violated the "fish through your discard" rule.

Good call... that's funny, everyone's talking about the Hermit getting the Madman; no discussion on his usual ability! I'd forgotten all about it!
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NoMoreFun

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Re: What card design rules are left?
« Reply #14 on: August 08, 2012, 10:42:44 am »
+2

Trash from hand attacks
Cards costing $10 or higher than $11
Self gaining of curses/ruins as a card drawback
Nothing involving the bottom of the deck (except pearl diver)
Reactions that hurt the attacker (and for good reason)
Action cards that don't remain in play (except one shots/mining village)
Cards strictly better than silver for $4 (IIRC)
Durations not necessarily cleaned up at the end of your next turn (except failed tacticians)
Attacks with +2 actions
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werothegreat

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Re: What card design rules are left?
« Reply #15 on: August 08, 2012, 10:49:26 am »
0

I really most want to see the Attack Village, just so I can play one crazy game with all Attacks.
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Re: What card design rules are left?
« Reply #16 on: August 08, 2012, 10:57:03 am »
0

Durations not necessarily cleaned up at the end of your next turn (except failed tacticians)

Failed Havens.
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werothegreat

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Re: What card design rules are left?
« Reply #17 on: August 08, 2012, 11:01:39 am »
0

Don't make a card which is strictly better/worse than another card.

Better Scout
Action
$4

+1 Action
+1 Card
The word 'strictly' is incredibly important in my statement.

Well, that already happened with Council Room and Margrave.
I'm sorry - which of those is strictly better than the other? Council room gives you more cards. Margrave has the attack. So, the attack is USUALLY better, but not always.
Hence, the word STRICTLY is important here.

Murr.  I was just trying to make a Scout joke.
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Re: What card design rules are left?
« Reply #18 on: August 08, 2012, 11:05:21 am »
0

So if every preview has violated a "rule" so far, what rule is going down tomorrow?
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greatexpectations

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Re: What card design rules are left?
« Reply #19 on: August 08, 2012, 11:06:46 am »
+2

I'm sorry - which of those is strictly better than the other? Council room gives you more cards. Margrave has the attack. So, the attack is USUALLY better, but not always.
Hence, the word STRICTLY is important here.

you clearly seem to be forgetting that scout jokes will earn you more internet points than dominion discussion.
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Grujah

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Re: What card design rules are left?
« Reply #20 on: August 08, 2012, 11:07:18 am »
+1

Must reveal when in hand
Remove from play
Exodia!
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Re: What card design rules are left?
« Reply #21 on: August 08, 2012, 11:16:50 am »
0

Exodia!

KC+KC+Bridge+Bridge+Bridge usually works

or a KC/Masq Pin with Monument as the spare card (2 player only)
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GendoIkari

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Re: What card design rules are left?
« Reply #22 on: August 08, 2012, 11:36:13 am »
0

I'm sorry - which of those is strictly better than the other? Council room gives you more cards. Margrave has the attack. So, the attack is USUALLY better, but not always.
Hence, the word STRICTLY is important here.

you clearly seem to be forgetting that scout jokes will earn you more internet points than dominion discussion.

Seriously! I'm pretty sure my Scout joke yesterday gained me more respect than any other single post I've ever made. And I'd like to think that I've made at least some good observations / interesting points about Dominion!
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Re: What card design rules are left?
« Reply #23 on: August 08, 2012, 11:47:25 am »
+1

We've also just violated the "fish through your discard" rule.

Wasn't that rule first violated with Counting House?
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Re: What card design rules are left?
« Reply #24 on: August 08, 2012, 11:54:55 am »
0

We've also just violated the "fish through your discard" rule.

Wasn't that rule first violated with Counting House?

Well, pulling Copper out of the discard pile is a pretty controlled situation. Sort of like how Mine gains a Treasure directly into your hand. It's OK, because there's only so much shenanigans you can get up to with that Treasure card.

Speaking of, I'd consider "cards shouldn't gain Action cards directly into your hand" to be a decent card design rule. Maybe Dark Ages will break that one in a cool, balanced way.
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