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Author Topic: House rules.... tweaking cards for balance  (Read 20477 times)

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Hertz_Doughnut

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House rules.... tweaking cards for balance
« on: March 30, 2013, 04:44:58 pm »
+2

Not sure if this has already been discussed... Let me know if it has...

I just bought the second edition of A Few Acres of Snow where the rule book pointed out that the reason there is a second edition is because some players discovered a broken strategy for the British that the designer hadn't realized. So at the end of the print run he made a small tweak to two or three rules and labeled the next print run "second edition". He also brought this up on boardgamegeek and encouraged owners of the first edition to amend their rules accordingly.

This is basically the first time I've heard of a physical board game being "patched" a la a video game... And got me thinking about similarly "patching" Dominion with a set of house rules for certain cards. Here's some ideas:

=====update: includes ideas I like from others in this thread (& elsewhere)=====
- Black Market – Replace the first two sentences with “At the beginning of your buy phase, reveal the top 3 cards of the Black Market deck.  This turn, you may buy these cards as if they were in the kingdom.”
- Bridge – Replace sentence with “While this is in play, cards cost 1 coin less, but not less than 0 coins”
- Coppersmith – Replace text with “While this is in play, Copper produces an extra 1 coin this turn.”
- Graverobber – Replace the first two words with “You may choose one:”
- Masquerade – After the first sentence, add “(If a player does not have any cards in hand, he takes the card passed to him and passes it to the player on his left.)”
- Moneylender – Prepend the text with “You may”
- Possession – Append the text with “A player cannot have two consecutive turns under the influence of Possession.”
- Scrying Pool – Replace the first sentence with “Reveal the top card of your deck and either discard it or put it back.”
- Thief – Replace the second sentence with “If they revealed any treasure cards, you may choose one for them to trash.”
- Throne Room – Replace the first sentence with “You may choose and Action card in your hand.”
« Last Edit: April 22, 2013, 01:06:33 pm by Hertz_Doughnut »
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Axxle

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Re: House rules.... tweaking cards for balance
« Reply #1 on: March 30, 2013, 04:48:54 pm »
+22

Scout: if this card is in the kingdom add an additonal card to the kingdom.  Scout cannot be bought or gained.
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Morgrim7

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Re: House rules.... tweaking cards for balance
« Reply #2 on: March 30, 2013, 04:51:35 pm »
+1

Possession like Highway and Goons?
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heron

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Re: House rules.... tweaking cards for balance
« Reply #3 on: March 30, 2013, 05:00:45 pm »
+2

The only things I would change are throne room and moneylender to you may.
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SirPeebles

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Re: House rules.... tweaking cards for balance
« Reply #4 on: March 30, 2013, 05:19:45 pm »
+3

You may be interested in reading what Donald X. would do with a time machine.  Well, regarding Dominion changes, not going back in time to assassinate Hartler.
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werothegreat

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Re: House rules.... tweaking cards for balance
« Reply #5 on: March 30, 2013, 05:51:45 pm »
0

The only things I would change are throne room and moneylender to you may.

Likewise.  I would keep all other cards exactly the same.  Highway gets a "while this is in play" because it's non-terminal.  Bridge is fine being throneable.
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SirPeebles

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Re: House rules.... tweaking cards for balance
« Reply #6 on: March 30, 2013, 05:55:39 pm »
+1

Would you give Graverobber a "you may" too, or does it get a pass for already being wordy?
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werothegreat

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Re: House rules.... tweaking cards for balance
« Reply #7 on: March 30, 2013, 06:02:47 pm »
0

Would you give Graverobber a "you may" too, or does it get a pass for already being wordy?

No, it gets a pass for having another option.
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SirPeebles

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Re: House rules.... tweaking cards for balance
« Reply #8 on: March 30, 2013, 06:27:40 pm »
+1

I don't understand that reasoning.  There are definitely times you don't want to top deck, say, that spent Sea Hag from the trash.  Nor do you want to trash your Madman.  But you still want to play your Graverobber to buy cheap Peddlers to trash into Colonies during your Madman megaturn!
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heron

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Re: House rules.... tweaking cards for balance
« Reply #9 on: March 30, 2013, 08:00:33 pm »
0

I suppose Graverobber deserves a you may as well.
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Robz888

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Re: House rules.... tweaking cards for balance
« Reply #10 on: March 30, 2013, 08:20:57 pm »
0

I would change Thief to "you may."

I would give Scout an on-gain clause, so that whenever you gained a Green card, you would get one for free (like Duchess with Duchy).

I would delete Adventurer.

I think that's all.
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werothegreat

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Re: House rules.... tweaking cards for balance
« Reply #11 on: March 30, 2013, 10:10:07 pm »
0

I just realized that Adventurer has some nice synergy with Tunnel.
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Dsell

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Re: House rules.... tweaking cards for balance
« Reply #12 on: March 30, 2013, 10:24:29 pm »
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Adventurer's not so bad it needs to not exist. It could use a +buy though.
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Robz888

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Re: House rules.... tweaking cards for balance
« Reply #13 on: March 30, 2013, 10:57:51 pm »
0

Adventurer's not so bad it needs to not exist. It could use a +buy though.

It is! Hands down worst card in the game.
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Dsell

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Re: House rules.... tweaking cards for balance
« Reply #14 on: March 30, 2013, 11:11:28 pm »
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Adventurer's not so bad it needs to not exist. It could use a +buy though.

It is! Hands down worst card in the game.

I disagree! But I am pretty firmly in the camp that every card has its uses at least once in a great while. Adventurer's pretty bad but it has its *occasional* uses, and with a +buy I think it would occupy a nice little niche.
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SirPeebles

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Re: House rules.... tweaking cards for balance
« Reply #15 on: March 30, 2013, 11:22:04 pm »
0

I don't know that Adventurer is particularly worse than, say, Counting House.  But it certainly feels worse.  It looks pretty good the first time you see it, plus that new player has high expectations because it is the single most expensive  Action in base Dominion.  But in the end, it's a rather narrow card.  Like Counting House, it really is a pretty nice card to have in your deck, usually a terminal Gold or so, but it's unreliable and has high opportunity cost.  But hey, I'd be pretty happy to get one when I Procession a $5.
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michaeljb

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Re: House rules.... tweaking cards for balance
« Reply #16 on: March 30, 2013, 11:27:38 pm »
0

But I am pretty firmly in the camp that every card has its uses at least once in a great while.

That doesn't mean there can't be a worst card :p
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heron

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Re: House rules.... tweaking cards for balance
« Reply #17 on: March 30, 2013, 11:28:11 pm »
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Although I wouldn't change it, I think adventurer would make a fine $5.
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Morgrim7

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Re: House rules.... tweaking cards for balance
« Reply #18 on: March 31, 2013, 12:19:45 am »
0

I dunno. Personally, if even one small aspect of Dominion was changed, like Bridge or Possession not being able to be King's Courted, the game just wouldn't be the same.
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"Oh sweet merciful heavens.

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Robz888

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Re: House rules.... tweaking cards for balance
« Reply #19 on: March 31, 2013, 12:24:52 am »
0

Don't get me wrong, I'm not saying Adventurer should be changed. Only that, given its price, it is the least useful card in all of Dominion. I agree it has uses, but I argue that they are vastly more marginal than Counting House. Or even Thief. Or Transmute. Or Scout.
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Eevee

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Re: House rules.... tweaking cards for balance
« Reply #20 on: March 31, 2013, 12:31:59 am »
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I feel like flying to DC just to argue about adventurer with Robz.
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Re: House rules.... tweaking cards for balance
« Reply #21 on: March 31, 2013, 01:00:12 am »
0

But I am pretty firmly in the camp that every card has its uses at least once in a great while.

That doesn't mean there can't be a worst card :p

Oh for sure there can be a worst card, but that doesn't mean it doesn't deserve to exist.
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werothegreat

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Re: House rules.... tweaking cards for balance
« Reply #22 on: March 31, 2013, 01:23:40 am »
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I feel like flying to DC just to argue about adventurer with Robz.

Come visit me while you're there!
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Re: House rules.... tweaking cards for balance
« Reply #23 on: March 31, 2013, 01:52:57 am »
+2

But I am pretty firmly in the camp that every card has its uses at least once in a great while.

That doesn't mean there can't be a worst card :p

Oh for sure there can be a worst card, but that doesn't mean it doesn't deserve to exist.


True. Because then you'd start eliminating cards, and eventually nothing deserves to exist! It's like that proof that all numbers are interesting.
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Morgrim7

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Re: House rules.... tweaking cards for balance
« Reply #24 on: March 31, 2013, 02:27:10 am »
0

I will forever hold to the fact that Scout is the worst card in the game.
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"Oh sweet merciful heavens.

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Mad, I tell you.

Maaaaaaaaaaaaad." -Voltgloss
Dominion Notation: http://forum.dominionstrategy.com/index.php?topic=7265.msg206246#msg206246
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