Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: gambit05 on December 07, 2020, 08:51:12 am

Title: Equipment, Cabinet and Moral
Post by: gambit05 on December 07, 2020, 08:51:12 am
 →  Part 2 (http://forum.dominionstrategy.com/index.php?topic=20591.msg858856#msg858856)
 →  Part 3 (http://forum.dominionstrategy.com/index.php?topic=20591.msg859032#msg859032)
→  Part 4 (http://forum.dominionstrategy.com/index.php?topic=20591.msg859733#msg859733)


Inspired by Heirlooms, I have designed a couple of cards, which come as single copies per player, called Equipment cards. A notable difference to Heirlooms is that Equipment cards do not replace any of the starting cards, but enter the game a bit later after certain requirements are fulfilled.

As for Heirlooms, Equipment cards are associated with specific Kingdom cards, labelled with a light blue banner which specifies the associated Equipment cards (likewise Heirloom associated Kingdom cards do). The Equipment cards have a light blue color somewhere, in dependency of their types. The idea is that Kingdom cards and associated Equipment cards support each other. Some of cards of these pairs can function independently of each other, whereas others are strictly depending on each other. This concept allows the design of cards that offer mini-games, that would be otherwise overpowered, that trigger effects, which shouldn’t happen too often during games and more. Compared to Heirlooms, Equipment cards do not change the opening turns.

At the start of the game, each player sets aside the Equipment cards associated with the respective Kingdom cards. When taken, they are put to the discard pile, if not otherwise specified. Taking an Equipment is not gaining it, and it can only happen once per game; respective instructions are given on the Equipment or Kingdom cards. When the requirement to take an Equipment card is fulfilled and taking it is optional (“you may take this”), the player has the choice to either take it now or later, when the requirements are met again, or if they prefer to never take it during a game.

The first two pairs of Kingdom/Equipment cards I present here are meant to illustrate the principle and thus are relatively simple: Bowman/Quiver and Observatory/Telescope. In later parts of this thread, I will show Equipment cards going to the Cabinet mat and cards giving players a Moral, which can alter the start of their turns.


(https://i.ibb.co/ZKfHrsP/Bowman.png)(https://i.ibb.co/jzgWynC/Quiver.png)
         
Bowman/Quiver. Both cards are coin-producing cantrips, with Quiver producing coins via self-trashing and Bowman being able to recover Quivers (or other inexpensive cards) from the trash. As a consequence, trashing Quivers means that they can change their owners. Quivers come in relatively late in the game after players have a certain density of Action cards in their decks.


Bowman
$5 – Action
Equipment: Quiver
Quote

+1 Card
+1 Action
+$1
You may gain a card from
           the trash, costing up to $3.           

Quiver
$0 – Action - Equipment

Quote
+1 Card
+1 Action
You may trash this for
+1 Buy and +$2.
----------------------------
     When you have 3 or more Action       
cards in play, you may take this
(once per game).

----------------------------------------------------------------------------------------------------------------------------------------------


(https://i.ibb.co/gPL8Gpn/Observatory.png)(https://i.ibb.co/71m74P6/Telescope.png)
         
Observatory/Telescope. Observatory is a terminal draw-to-X card. It only draws up to 5 cards in hand, but different to official cards, before drawing, cards can be set aside from hand and go back to hand later in the same turn (usually). Telescope supports Observatory in as much as it is a Night card that can be played in the same turn, even when drawn by an Observatory, or when it was set aside. In addition, Telescope itself allows playing an Action card during your Night phase. Players can add it when they shuffle their deck, which is usually at the end of turn 2, but they do not have to if they decide to play the game without its abilities or to take their Telescope after a subsequent deck shuffling.

Observatory
$5 – Action
Equipment: Telescope
Quote
Set aside any number of cards
from your hand, face down
(under this). Draw until you
have 5 cards in hand.
        At the start of your next Night         
phase, put the set-aside cards
into your hand.
Telescope
$0 – Night - Equipment

Quote
Choose one: Play an Action card
from your hand; or put a card
       from your hand onto your deck;       
or trash a card from your hand.
-------------------------
Directly after shuffling your
deck, you may take this
(once per game).

Title: Re: Equipment, Cabinet and Moral
Post by: Jonatan Djurachkovitch on December 07, 2020, 09:58:19 am
I really like the idea of equipment cards. They are a way to make exotic cards without them being useless two thirds  of the time and can implement a sort mini game. The examples you posted were really cool, too: Bowman and Quiver have nice player interaction and requires weighing the risks carefully, and Observatory and Telescope are really niche on their own, but can enable really interesting and creative plays together, in a way that hasn't really ever been seen before.
Title: Re: Equipment, Cabinet and Moral
Post by: Rhodos on December 07, 2020, 11:05:41 am
The Equipment cards are a great idea! :) I like how the Equipment and their associated cards interact with each other, while both of them can still be played individually, as gaining the Equipment can be gained without its associated card.

I do not know the Nocturne rules good enough, so I may ask a question: Has every turn in Dominion theoretically a Night Phase? Otherwise, you could set aside junk cards with Observatory and they would stay their until the end of the game, if you choose to not have any Night cards, right?
Title: Re: Equipment, Cabinet and Moral
Post by: D782802859 on December 07, 2020, 11:29:28 am
The Equipment cards are a great idea! :) I like how the Equipment and their associated cards interact with each other, while both of them can still be played individually, as gaining the Equipment can be gained without its associated card.

I do not know the Nocturne rules good enough, so I may ask a question: Has every turn in Dominion theoretically a Night Phase? Otherwise, you could set aside junk cards with Observatory and they would stay their until the end of the game, if you choose to not have any Night cards, right?

The Night phase only exists in games with Night cards. Since Telescope is a Night card, games using it have a Night phase, which happens even if you don't personally have any Night cards, like how the Action phase still happens if you don't have Actions.
Title: Re: Equipment, Cabinet and Moral
Post by: Carline on December 07, 2020, 12:24:33 pm
Very nice concept! It opens a design space for cards which do interesting things but have some kind of first turns issues. And very cool cards and interactions between them.

One question: If I trash a Quiver and my opponent, who didn't take Quiver yet, play 3 Actions, they can take Quiver from the Trash?

Similar question for Telescope, although maybe there's no good reason to trash it.
Title: Re: Equipment, Cabinet and Moral
Post by: GendoIkari on December 07, 2020, 01:30:55 pm
Question; why "take" the equipment and not just gain it? Are there on-gain things that would be broken with some equipment?
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 07, 2020, 02:32:54 pm
I really like the idea of equipment cards. They are a way to make exotic cards without them being useless two thirds  of the time and can implement a sort mini game. The examples you posted were really cool, too: Bowman and Quiver have nice player interaction and requires weighing the risks carefully, and Observatory and Telescope are really niche on their own, but can enable really interesting and creative plays together, in a way that hasn't really ever been seen before.

The Equipment cards are a great idea! :) I like how the Equipment and their associated cards interact with each other, while both of them can still be played individually, as gaining the Equipment can be gained without its associated card.

I do not know the Nocturne rules good enough, so I may ask a question: Has every turn in Dominion theoretically a Night Phase? Otherwise, you could set aside junk cards with Observatory and they would stay their until the end of the game, if you choose to not have any Night cards, right?

The Night phase only exists in games with Night cards. Since Telescope is a Night card, games using it have a Night phase, which happens even if you don't personally have any Night cards, like how the Action phase still happens if you don't have Actions.

Thanks to all of you for liking the concept, and for showing so much interest on the cards. There will be some more cards like that. However, some of them strictly depend on each other, which on the other hand opens another angle of design space with this concept.

D782802859 has given the simple answer to your (Rhodos) question about the Night phase, which is sufficiently enough for Observatory/Telescope. However, one could go even further. Observatory should also work the same way without Telescope, since it mentions the Night phase. One could even say that the Night phase exists in every Dominion game. It is just not relevant when no cards are around that can be played during the Night phase, and thus after the buying phase players just skip it and precede to the Clean-up phase. That is at least how I see it. If there is a different point of view, it shouldn't have any practical consequences.

Very nice concept! It opens a design space for cards which do interesting things but have some kind of first turns issues. And very cool cards and interactions between them.

One question: If I trash a Quiver and my opponent, who didn't take Quiver yet, play 3 Actions, they can take Quiver from the Trash?

Similar question for Telescope, although maybe there's no good reason to trash it.

Thanks for the compliment about the concept.
To your question: The answer depends on how you have used "take" (the second time). In "Dominion terminology" as I have defined it here (but not in common English), Quiver can be taken only once, and that is when it is still set aside. So, the answer is no. The opponent cannot take any Quiver from the trash at any time and under any circumstances. However, they can gain the Quiver from the trash, when they play a Bowman or any card that is able to gain a $0 cost card out of the trash (Lurker comes to my mind). The same is true for Telescope. If it is trashed for some reason, it can never be "taken" out of the trash, but a Bowman (if it is available in the game) could gain it from there.



Question; why "take" the equipment and not just gain it? Are there on-gain things that would be broken with some equipment?

I decided to name this "take" for several reasons: It emphasizes that it is different from "gain" as it can happen only once per game (per Equipment card). It is a better reminder that something unusual happens, i.e. a set aside card enters the game. It avoids potential problems as Carline for example asked above. I do not have any on-gain effects in mind that would make a simple "gain" of the Equipment card broken, but this way it is easier to avoid any such issues whether existent or not, also for potential future cards.


Title: Re: Equipment, Cabinet and Moral
Post by: Timinou on December 07, 2020, 02:56:48 pm
I love this concept!  This would definitely allow for some very interesting cards with unique interactions.

With regards to Observatory/Telescope, if you set aside cards with Observatory but don't have a Telescope in hand, am I correct in assuming that those cards get discarded during Clean-up?
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 07, 2020, 03:27:56 pm
I love this concept!  This would definitely allow for some very interesting cards with unique interactions.

With regards to Observatory/Telescope, if you set aside cards with Observatory but don't have a Telescope in hand, am I correct in assuming that those cards get discarded during Clean-up?

Many thanks. I really haven't dreamed of such a positive feedback on the concept.
Yes, with the exception of other Night cards (or hypothetical cards that somehow allow playing certain non-Night cards during the Night phase).

The idea is that this is the drawback of combining the "set aside" with "the draw-to-X" ability, which is mitigated if Telescope is in hand in the Night phase.
Title: Re: Equipment, Cabinet and Moral
Post by: Carline on December 07, 2020, 06:50:59 pm
Question; why "take" the equipment and not just gain it? Are there on-gain things that would be broken with some equipment?

I decided to name this "take" for several reasons: It emphasizes that it is different from "gain" as it can happen only once per game (per Equipment card). It is a better reminder that something unusual happens, i.e. a set aside card enters the game. It avoids potential problems as Carline for example asked above. I do not have any on-gain effects in mind that would make a simple "gain" of the Equipment card broken, but this way it is easier to avoid any such issues whether existent or not, also for potential future cards.

Bridge Troll and Ball already use "take" in their text, so, as you want new rules attached to the word, maybe would be better if you use a more specific verb. Is there a verb in English which means something like "use an equipment" or "put an equipment in use? "Activate", maybe?
Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 07, 2020, 07:13:45 pm
Right, "take" is already used for tokens and states, i.e. non cards. I'd suggest just sticking with gain, putting the "once per game" clause first .e.g.:

Quote
Once per game: When you have 3 or more Action cards in play, you may gain a Quiver..

Quote
Once per game: Directly after shuffling your deck, you may gain a Telescope.

There is already precedent for things you can only do once per game (e.g. Inheritance, Size the Day). Equipment don't need to be set aside any differently that other non supply cards.

A couple of other notes:
• include the phrase "(This is not in the Supply.)"
• include a "*" in the cost, for the same reason

Question on Quiver, which applies to either your original wording or my suggested above: can you take/gain it at any time with 3 in play, i.e in any phase?
Title: Re: Equipment, Cabinet and Moral
Post by: LibraryAdventurer on December 08, 2020, 02:30:35 am
Since there is one per player and the equipment card starts out set aside for each player, I would suggest using "discard" instead of "gain" or "take". No need to create a new keyword.

I think Observatory is kind of weak for a $5 since it only draws up to 5. I think it should either draw up to 6, or make the return to hand part happen at the buy phase instead of the night phase and make Telescope a treasure. (If you do the latter thing, you probably want to limit the amount of cards you can set aside to keep it from being too strong.)

I like Bowman & Quiver and the Equipment idea.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 03:16:47 am
Question; why "take" the equipment and not just gain it? Are there on-gain things that would be broken with some equipment?

I decided to name this "take" for several reasons: It emphasizes that it is different from "gain" as it can happen only once per game (per Equipment card). It is a better reminder that something unusual happens, i.e. a set aside card enters the game. It avoids potential problems as Carline for example asked above. I do not have any on-gain effects in mind that would make a simple "gain" of the Equipment card broken, but this way it is easier to avoid any such issues whether existent or not, also for potential future cards.

Bridge Troll and Ball already use "take" in their text, so, as you want new rules attached to the word, maybe would be better if you use a more specific verb. Is there a verb in English which means something like "use an equipment" or "put an equipment in use? "Activate", maybe?

Right, "take" is already used for tokens and states, i.e. non cards. I'd suggest just sticking with gain, putting the "once per game" clause first .e.g.:

Quote
Once per game: When you have 3 or more Action cards in play, you may gain a Quiver..

Quote
Once per game: Directly after shuffling your deck, you may gain a Telescope.

There is already precedent for things you can only do once per game (e.g. Inheritance, Size the Day). Equipment don't need to be set aside any differently that other non supply cards.

A couple of other notes:
• include the phrase "(This is not in the Supply.)"
• include a "*" in the cost, for the same reason

Question on Quiver, which applies to either your original wording or my suggested above: can you take/gain it at any time with 3 in play, i.e in any phase?

Thank you both for thinking about the terms of "taking" and the labeling (0* and "This is not in the Supply"). It is very helpful to address these points to minimize any confusion and to come as close to the official cards as possible.

I think the labeling is straight forward: All* official non-Supply cards that form a pile (e.g. Spoils, Madman, Bat, Horse) are labeled with a * in their costs and have the phrase (This is not in the Supply.). All official non-Supply cards that do not form a pile (Heirlooms, Shelters, Zombies) do not have that. The Equipment cards belong to the latter type and thus do not need those labels.

* The only exception are the cards of the Black Market deck (funny enough it is called deck and not pile on the Black Market card) for obvious reasons.

"Gaining" versus something else: One thing I haven't mentioned anywhere is the status of the set-aside Equipment cards. The easiest way at the moment is that those cards already belong to the players, i.e. even if they do not enter the active deck the whole game, they are part of the deck at the end of the game. This matters for a few cards such as Gardens or Vineyard; it is consistent with the status of official set aside cards. So, if I would use the term "gain" then the players would "gain" a card they already own. That seems more confusing than helpful.

"Taking". I don't know whether this term is the best or if there is something better. However, I am quite confident that it is better to not use "gain" as that creates more confusion than it helps (see above). It should be a single word, like "call" for Reserve cards in order to minimize text and to help understanding and performing the process of "a set aside Equipment card enters the active deck by putting it to the discard pile" (if the target area is not specified to be a different one). "Activate" is a funny idea, but it is a bit dramatic for the above mentioned process. This term was once introduced for Fan-made "Activation" cards by LastFootnote, and I myself had some of those cards as well. They have some similarity to Reserve cards, and could well be considered as their prototype (they were designed before Adventures); so "activate" was similar to "call".

I don't see a major problem that "taking" is already used for some Adventures tokens. I don't think anyone would be confused by that.

"Once per game". I started with this order of words, but found it a bit more ambiguous than the other way around (which might not be perfect as well). The problem is the combination with "may", which is different to the Events you have mentioned: Does the player has the opportunity to decide to “take” the card once per game and then the opportunity is gone for the rest of the game, or does the player has the opportunity every time the specific requirements are met, but can “take” the card only once per game. I meant to have the latter case. Is that clear enough without additional rule clarifications in a hypothetical rule book? Is the other way around better? Is there a better way to formulate this, without too much text?

Quiver: Good point. I think I should omit "or more". I don't want that a player can enter the card any time after the specific requirement is met (here: 3 Action cards in play). It should occur immediately after the requirement is met, and then the opportunity is gone until the next time the requirement is met again.

Is it clear enough when I just phrase it "When you have 3 Action cards in play, you may take this (once per game)"? Is it better to add "immediately" (after "may") and/or "exactly" (after "have")? E.g.: When you have exactly 3 Action cards in play, you may take this (once per game). Or: When you have 3 Action cards in play, you may immediately take this (once per game).

Thanks again. This is very helpful and very much appreciated.

Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 03:40:21 am
Since there is one per player and the equipment card starts out set aside for each player, I would suggest using "discard" instead of "gain" or "take". No need to create a new keyword.

Just a quick reply to your post. "Taking" (or whatever term is finally used) means by default that the set-aside Equipment card is put into the discard pile. I have however a few Equipment cards that have a different destination; though after a quick look to the Equipment cards (or unfinished ideas) I have designed so far, I will probably not present any of them here; but at least the scenario exists potentially. In that case, I would need a substitute for "discard". "Discard to hand" looks a bit stupid, doesn't it? There was something else that I felt argues against using "discard" as term, but it doesn't come to my mind right now.

Quote from: LibraryAdventurer
I think Observatory is kind of weak for a $5 since it only draws up to 5. I think it should either draw up to 6, or make the return to hand part happen at the buy phase instead of the night phase and make Telescope a treasure. (If you do the latter thing, you probably want to limit the amount of cards you can set aside to keep it from being too strong.)

As I mentioned above, this is just a quick reply. So, I have to think about the particular abilities (as is and as you have suggested) in much more detail. This is a complex relationship between draw-to-X and reducing the hand size prior to that, which to my knowledge is quite unique and potentially very strong. And on top of that, there is also Telescope, which interacts with the abilities.

Quote from: LibraryAdventurer
I like Bowman & Quiver and the Equipment idea.

Although I have mentioned twice that this is a quick reply to your post, no need to think too much about this statement: Thank you very much!
 
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 08, 2020, 04:03:20 am
Why not just omit the 'once per game' clause and make it part of the rules for equipments?
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 04:27:56 am
Why not just omit the 'once per game' clause and make it part of the rules for equipments?

Well, it is not essential (it is in parenthesis after all), but just meant to give extra information likewise Nomad Camp for example does. It is also intended to emphasise that this a special event that, well, happens only once per game. Whether or not to leave it there seem to strongly depend on the "take" term or any alternative that might be finally used. "Gain" instead of "take" would create a lot of confusion. For example gaining a Quiver from the trash can happen multiple times during a game. However, it can be "taken" only once per game. This difference depends just on the one-word phrases "take" vs. "gain" or vs. any alternative and the additional information "(once per game)" is a sort of a reminder.
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 08, 2020, 04:33:47 am
I'm with you on 'take' being a fine wording. Take & the rule that a thing can only be taken once seems elegant.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 08:14:51 am
Right, "take" is already used for tokens and states, i.e. non cards. I'd suggest just sticking with gain, putting the "once per game" clause first .e.g.:

Quote
Once per game: When you have 3 or more Action cards in play, you may gain a Quiver..

Question on Quiver, which applies to either your original wording or my suggested above: can you take/gain it at any time with 3 in play, i.e in any phase?

I have changed Quiver and hope it is clearer:

(https://i.ibb.co/F7PZSky/Quiver-v1-1.png)
Quiver
$0 – Action - Equipment
Quote
+1 Card
+1 Action
You may trash this for
+1 Buy and +$2.
----------------------------
     When you have exactly 3 Action     
cards in play, you may take this
(once per game).

With respect to the position of "once per game":

When I dissect the instructions below the line as follows, it looks like this:

Quote
Once per game: When you have
exactly 3 Action cards in play…
- your suggestion -

versus:

Quote
…, you may take this (once per game).
- current version -

I don’t know whether the second phrasing can be improved and if so, how, but at least the vicinity of “once per game” to “may” makes the intended ability clearer than when it is next to “When you have…”.

Don't you think so?



Quote
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 08:42:19 am
I'm with you on 'take' being a fine wording. Take & the rule that a thing can only be taken once seems elegant.
thats a recipe for disasterous misreadings when played in a game with artifacts. "why would you ever buy the first flag bearer, you cant get the flag back".

can i suggest a more obvious one: "equip"? then you can add all the keyword-rules you want



Right, "take" is already used for tokens and states, i.e. non cards. I'd suggest just sticking with gain, putting the "once per game" clause first .e.g.:

Quote
Once per game: When you have 3 or more Action cards in play, you may gain a Quiver..

Question on Quiver, which applies to either your original wording or my suggested above: can you take/gain it at any time with 3 in play, i.e in any phase?

I have changed Quiver and hope it is clearer:

(https://i.ibb.co/F7PZSky/Quiver-v1-1.png)
Quiver
$0 – Action - Equipment
Quote
+1 Card
+1 Action
You may trash this for
+1 Buy and +$2.
----------------------------
     When you have exactly 3 Action     
cards in play, you may take this
(once per game).

With respect to the position of "once per game":

When I dissect the instructions below the line as follows, it looks like this:

Quote
Once per game: When you have
exactly 3 Action cards in play…
- your suggestion -

versus:

Quote
…, you may take this (once per game).
- current version -

I don’t know whether the second phrasing can be improved and if so, how, but at least the vicinity of “once per game” to “may” makes the intended ability clearer than when it is next to “When you have…”.

Don't you think so?
1: moot if you use a different keyword - any future equipments that can happen multiple times per game can use "gain"
2: at the end reads as super confusing to me
3: why not just make this a task (http://forum.dominionstrategy.com/index.php?topic=18596.msg756360#msg756360) + a nonsupply pile? frees up the equipment to do more complex things than a Mining Market
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 08, 2020, 08:44:55 am
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 09:57:00 am
I'm with you on 'take' being a fine wording. Take & the rule that a thing can only be taken once seems elegant.
thats a recipe for disasterous misreadings when played in a game with artifacts. "why would you ever buy the first flag bearer, you cant get the flag back".

That is a good point. However, "take" combined with "once per game" makes it different to Artifacts.

Quote from: spineflu
can i suggest a more obvious one: "equip"? then you can add all the keyword-rules you want
That looks like a neat idea! But...how would you phrase it in English?
It can't be "...you may equip this", or can you do it this way?
Wouldn't the correct English be rather like "you may equip yourself with this"?
What about "get"? Looks a bit strange, but who knows...


Quote from: spineflu
3: why not just make this a task (http://forum.dominionstrategy.com/index.php?topic=18596.msg756360#msg756360) + a nonsupply pile? frees up the equipment to do more complex things than a Mining Market

I don't see an easy way how I could convert Equipment/associated Kingdom cards to Landscape-type Tasks. To properly work, Equipments and Kingdom cards should be mobile (i.e. playable); also Equipment cards do not form a pile. I think that would utterly complicate things.

I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

It only needs one term for "put a set aside Equipment card to the discard pile, do this only once per game". I decided to use "take" as it avoids any rule confusions that "gain" may cause.
One example: Player A has their Quiver still set aside. Player B has "taken", played and trashed their Quiver. Player A plays a Lurker, which can gain Action cards from the trash. Player A gains the Quiver from the trash. Now they have gained a Quiver once per game and can't gain their own still set aside Quiver anymore.

The Equipment cards are non-Supply cards! They even have their own color. If you mean the * in the costs and the (This is not in the Supply.) label, they don't need it; they even shouldn't have it! Please see my explanations in reply to scolapasta (reply #12, my 2nd paragraph).

In summary, I am somewhat surprised that the term "take" combined with "once per game" can cause such an immense discussion. I don't say it is a bad thing to discuss it and to find the best solution, I just haven't expected it.

Thanks to both of you for all your efforts!

Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 08, 2020, 10:39:00 am
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why? The only difference, like you said, is scoring at the end of the game and that doesn't seem especially critical. Just being a non supply pile with 1 per player seems just fine and keeps it more standard. Think of Ghost, which is effectively, one per player (at least in most Haunted Mirror games), and in the case of Equipment, the "once per game" clause guarantees that.

I don't think the "once per game" would be so confusing with other gaining, like Lurker. For example, with Seize the Day, that doesn't stop you from taking other extra turns from Outpost, Fleet, etc. (and this part can be explained easily enough in the FAQ)

But, say you do want to keep the idea of each person starts with this card set aside. Then is already precedent as well, for set aside cards and moving them: "put". For example, cards like Faithful Hound, Church, and many others. All those put it into your hand, but they also specify the location specifically, so you could easily do a different location:

Quote
"Directly after shuffling your deck, you may put your set aside Quiver in your discard pile."

Since the Dominion norm is to do what you can when you can, this also obviates the need for the "once per game" clause, since there is only one set aside Quiver.

It also opens up a space where you could re "equip" some Equipment card, if that card sets itself aside.

Another bonus of not specifying a new keyword for Equipment, is that you some Equipment that you gets played immediately play, e.g.:
Quote
"Directly after X, you may play your set aside."


(this latter idea you could also do if you used the standard gain, as well).
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 11:02:07 am
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).


Quote from: scolapasta
But, say you do want to keep the idea of each person starts with this card set aside. Then is already precedent as well, for set aside cards and moving them: "put". For example, cards like Faithful Hound, Church, and many others. All those put it into your hand, but they also specify the location specifically, so you could easily do a different location:

Quote
"Directly after shuffling your deck, you may put your set aside Quiver in your discard pile."

Yes, this would work, it might be just a bit too long for some of my cards. No problems with Telescope or Quiver, but some other cards have more text. I am afraid that their text becomes too tiny. I would win a bit about correct wording in the sense of what is established, but would loose on the other hand on readability.

Well, thanks for the feedback!

Edit: I just had a look to the other Equipment cards. Among those I want to present here, probably only one would have a problem with your suggested wording in that there would be quite a lengthy text. So, I will try how your wording looks on the other cards. Thanks!

Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 08, 2020, 11:28:07 am
Right, "take" is already used for tokens and states, i.e. non cards. I'd suggest just sticking with gain, putting the "once per game" clause first .e.g.:

Quote
Once per game: When you have 3 or more Action cards in play, you may gain a Quiver..

Question on Quiver, which applies to either your original wording or my suggested above: can you take/gain it at any time with 3 in play, i.e in any phase?

I have changed Quiver and hope it is clearer:

(https://i.ibb.co/F7PZSky/Quiver-v1-1.png)
Quiver
$0 – Action - Equipment
Quote
+1 Card
+1 Action
You may trash this for
+1 Buy and +$2.
----------------------------
     When you have exactly 3 Action     
cards in play, you may take this
(once per game).

With respect to the position of "once per game":

When I dissect the instructions below the line as follows, it looks like this:

Quote
Once per game: When you have
exactly 3 Action cards in play…
- your suggestion -

versus:

Quote
…, you may take this (once per game).
- current version -

I don’t know whether the second phrasing can be improved and if so, how, but at least the vicinity of “once per game” to “may” makes the intended ability clearer than when it is next to “When you have…”.

Don't you think so?

It still feels ambiguous to me, since you could for example play your third treasure card, not take* it, then buy a card (for example, Inn to cause some shuffling), and then take* it. Or for example, if you play a Vampire as your 3rd card, can you take* it before you exchange it for a Bat? (that seems weird, since it's in between instructions). Also I'm not sure if it's ever ruled (since it's never mattered, I think) Or at cleanup, after trashing a 4th (action) card from cleanup, leaving you with just 3?

If you need it to be precise, I think it'd it have to be after something happens, but "Directly after you play a card and have 3 cards in play" seems longwinded.

Re: the placement of "once per game", I forgot to mention in my other post - I do see what you mean with the "may". But I still think that's an explainable via the FAQ and that it's better to have it in front.
Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 08, 2020, 11:39:28 am
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).

I'm glad my other suggesting might work for you.

To be clear with the above, what I (and I assume @segura) was suggesting was that players don't already own Equipment and that they are non supply piles.

My goal was to help accomplish the goals you want with the Equipment mechanic within the confines of standards that already exist. i.e. trying to minimize the # of new rules ("take" cards, owning cards at the beginning that are set aside, etc).
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 11:57:41 am
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).

I'm glad my other suggesting might work for you.

To be clear with the above, what I (and I assume @segura) was suggesting was that players don't already own Equipment and that they are non supply piles.

My goal was to help accomplish the goals you want with the Equipment mechanic within the confines of standards that already exist. i.e. trying to minimize the # of new rules ("take" owning cards at the beginning that are set aside, etc).

I really appreciate your work and help in improving my cards. Please don't get me wrong.

I have prepared a version with your suggested wording (left) and posted the previous version to the right, just for a better comparison, text wise and aesthetic-wise:

(https://i.ibb.co/BcQX8df/Quiver-v2.png) (https://i.ibb.co/F7PZSky/Quiver-v1-1.png)

What do you guys/gals think about that?
Title: Re: Equipment, Cabinet and Moral
Post by: D782802859 on December 08, 2020, 01:11:23 pm
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).

I'm glad my other suggesting might work for you.

To be clear with the above, what I (and I assume @segura) was suggesting was that players don't already own Equipment and that they are non supply piles.

My goal was to help accomplish the goals you want with the Equipment mechanic within the confines of standards that already exist. i.e. trying to minimize the # of new rules ("take" owning cards at the beginning that are set aside, etc).

I really appreciate your work and help in improving my cards. Please don't get me wrong.

I have prepared a version with your suggested wording (left) and posted the previous version to the right, just for a better comparison, text wise and aesthetic-wise:

(https://i.ibb.co/BcQX8df/Quiver-v2.png) (https://i.ibb.co/F7PZSky/Quiver-v1-1.png)

What do you guys/gals think about that?


The second one is so much clearer and more understandable.
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 08, 2020, 01:23:32 pm
I decided to use "take" as it avoids any rule confusions that "gain" may cause.
One example: Player A has their Quiver still set aside. Player B has "taken", played and trashed their Quiver. Player A plays a Lurker, which can gain Action cards from the trash. Player A gains the Quiver from the trash. Now they have gained a Quiver once per game and can't gain their own still set aside Quiver anymore.
Quiver says: "Once per game: If condition X is satisfied, you may gain this." (I'd put the once per game clause at the front, that's slightly more clear.)
It does not say "You may only gain this once per game and only if you have satisfied condition X."

The once per turn clause unambiguously refers to a very specific condition that allows you to gain this from the non-Supply nirvana and does not say anything about what is supposed to happen or not when you gain Quiver from the trash via Lurker.

I am not opposed to new types, keywords or whatever. But I am when they are not necessary.
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 02:33:01 pm
I'm with you on 'take' being a fine wording. Take & the rule that a thing can only be taken once seems elegant.
thats a recipe for disasterous misreadings when played in a game with artifacts. "why would you ever buy the first flag bearer, you cant get the flag back".

That is a good point. However, "take" combined with "once per game" makes it different to Artifacts.

Quote from: spineflu
can i suggest a more obvious one: "equip"? then you can add all the keyword-rules you want
That looks like a neat idea! But...how would you phrase it in English?
It can't be "...you may equip this", or can you do it this way?
Wouldn't the correct English be rather like "you may equip yourself with this"?
What about "get"? Looks a bit strange, but who knows...


Quote from: spineflu
3: why not just make this a task (http://forum.dominionstrategy.com/index.php?topic=18596.msg756360#msg756360) + a nonsupply pile? frees up the equipment to do more complex things than a Mining Market

I don't see an easy way how I could convert Equipment/associated Kingdom cards to Landscape-type Tasks. To properly work, Equipments and Kingdom cards should be mobile (i.e. playable); also Equipment cards do not form a pile. I think that would utterly complicate things.

(https://i.imgur.com/Jit0Jx0.png)(https://i.imgur.com/f6i3yuz.png)
you aren't separating the whole card to the landscape; just the gain condition. You can keep the pileless/"it's already yours" concept with this as well, and by making it a task, you have an implicit once-per-game; make it an event for an infinite per-game.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 02:37:54 pm

(https://i.ibb.co/BcQX8df/Quiver-v2.png) (https://i.ibb.co/F7PZSky/Quiver-v1-1.png)

What do you guys/gals think about that?


The second one is so much clearer and more understandable.

Do you mean the third one (the one on the left)? The second one is the one on the right, which differs from the original only by adding "exactly" to it.

I decided to use "take" as it avoids any rule confusions that "gain" may cause.
One example: Player A has their Quiver still set aside. Player B has "taken", played and trashed their Quiver. Player A plays a Lurker, which can gain Action cards from the trash. Player A gains the Quiver from the trash. Now they have gained a Quiver once per game and can't gain their own still set aside Quiver anymore.
Quiver says: "Once per game: If condition X is satisfied, you may gain this." (I'd put the once per game clause at the front, that's slightly more clear.)
It does not say "You may only gain this once per game and only if you have satisfied condition X."

The once per turn clause unambiguously refers to a very specific condition that allows you to gain this from the non-Supply nirvana and does not say anything about what is supposed to happen or not when you gain Quiver from the trash via Lurker.

I am not opposed to new types, keywords or whatever. But I am when they are not necessary.

Sorry, I am lost. I am right now not sure about what you are arguing.

Is it "take" vs "gain"?
or
Is it that the Equipment cards are set aside?
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 02:49:36 pm
I'm with you on 'take' being a fine wording. Take & the rule that a thing can only be taken once seems elegant.
thats a recipe for disasterous misreadings when played in a game with artifacts. "why would you ever buy the first flag bearer, you cant get the flag back".

That is a good point. However, "take" combined with "once per game" makes it different to Artifacts.

Quote from: spineflu
can i suggest a more obvious one: "equip"? then you can add all the keyword-rules you want
That looks like a neat idea! But...how would you phrase it in English?
It can't be "...you may equip this", or can you do it this way?
Wouldn't the correct English be rather like "you may equip yourself with this"?
What about "get"? Looks a bit strange, but who knows...


Quote from: spineflu
3: why not just make this a task (http://forum.dominionstrategy.com/index.php?topic=18596.msg756360#msg756360) + a nonsupply pile? frees up the equipment to do more complex things than a Mining Market

I don't see an easy way how I could convert Equipment/associated Kingdom cards to Landscape-type Tasks. To properly work, Equipments and Kingdom cards should be mobile (i.e. playable); also Equipment cards do not form a pile. I think that would utterly complicate things.

(https://i.imgur.com/Jit0Jx0.png)(https://i.imgur.com/f6i3yuz.png)
you aren't separating the whole card to the landscape; just the gain condition. You can keep the pileless/"it's already yours" concept with this as well, and by making it a task, you have an implicit once-per-game; make it an event for an infinite per-game.

Thanks for showing me the Quiver associated Task. I really don't think that makes things easier. Where is the Quiver when the game starts? What happens when I get the objective multiple times? It is not clear to me that it happens only once per game. The second time I met the objective criteria and Quiver is for example in the trash, can I put it in my discard pile?

Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 08, 2020, 02:54:24 pm
I think introducing another card-shaped thing when it's not required is a pretty hard sell.
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 03:23:35 pm
I'm with you on 'take' being a fine wording. Take & the rule that a thing can only be taken once seems elegant.
thats a recipe for disasterous misreadings when played in a game with artifacts. "why would you ever buy the first flag bearer, you cant get the flag back".

That is a good point. However, "take" combined with "once per game" makes it different to Artifacts.

Quote from: spineflu
can i suggest a more obvious one: "equip"? then you can add all the keyword-rules you want
That looks like a neat idea! But...how would you phrase it in English?
It can't be "...you may equip this", or can you do it this way?
Wouldn't the correct English be rather like "you may equip yourself with this"?
What about "get"? Looks a bit strange, but who knows...


Quote from: spineflu
3: why not just make this a task (http://forum.dominionstrategy.com/index.php?topic=18596.msg756360#msg756360) + a nonsupply pile? frees up the equipment to do more complex things than a Mining Market

I don't see an easy way how I could convert Equipment/associated Kingdom cards to Landscape-type Tasks. To properly work, Equipments and Kingdom cards should be mobile (i.e. playable); also Equipment cards do not form a pile. I think that would utterly complicate things.

(https://i.imgur.com/Jit0Jx0.png)(https://i.imgur.com/f6i3yuz.png)
you aren't separating the whole card to the landscape; just the gain condition. You can keep the pileless/"it's already yours" concept with this as well, and by making it a task, you have an implicit once-per-game; make it an event for an infinite per-game.

Thanks for showing me the Quiver associated Task. I really don't think that makes things easier. Where is the Quiver when the game starts? What happens when I get the objective multiple times? It is not clear to me that it happens only once per game. The second time I met the objective criteria and Quiver is for example in the trash, can I put it in my discard pile?
the starting position (set aside) is dictated by the "equipment" type and cue'd to the players with the special cyan color; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 03:31:35 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 03:35:55 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
you're trying to cram too much onto a single card. its dictating where it starts, how to get it, and what it does, which are things the rest of the game has shorthand for (supply/nonsupply, cost); this is why "deluded"/"envious" have delusional/envious (introducing another card-like thing) while the boons have "you may receive it at the beginning of your next turn", if tracking was an issue.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 03:48:39 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
you're trying to cram too much onto a single card. its dictating where it starts, how to get it, and what it does, which are things the rest of the game has shorthand for (supply/nonsupply, cost); this is why "deluded"/"envious" have delusional/envious (introducing another card-like thing) while the boons have "you may receive it at the beginning of your next turn", if tracking was an issue.

I have to disagree, sorry. The 3 lines below the dividing line are precise, give most of the information, avoid the introduction of another card-shape thing. I don't like to compliment myself, but I think my solution is more elegant than a triple set of Bowman - Quiver - Marksman. Delusional is a temporary state that is passed forth and back. You can't put that information on a Hex that disappears in the meantime. What is the context with the Boons text you have mentioned? The text gives the information that the bonus of the particular Boon can be received later. This is mainly because receiving it now may not be helpful. So it gives the later time point as alternative.
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 03:52:36 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
you're trying to cram too much onto a single card. its dictating where it starts, how to get it, and what it does, which are things the rest of the game has shorthand for (supply/nonsupply, cost); this is why "deluded"/"envious" have delusional/envious (introducing another card-like thing) while the boons have "you may receive it at the beginning of your next turn", if tracking was an issue.

I have to disagree, sorry. The 3 lines below the dividing line are precise, give most of the information, avoid the introduction of another card-shape thing. I don't like to compliment myself, but I think my solution is more elegant than a triple set of Bowman - Quiver - Marksman. Delusional is a temporary state that is passed forth and back. You can't put that information on a Hex that disappears in the meantime. What is the context with the Boons text you have mentioned? The text gives the information that the bonus of the particular Boon can be received later. This is mainly because receiving it now may not be helpful. So it gives the later time point as alternative.
the boons example points out that hexes/boons dont necessarily have to resolved at the time of reciept; if you cram the delusional/deluded all onto a single card, you can just put that in the middle of the table and resolve it the same way - that's inelegant in the presence of moat/lighthouse stuff, but functionally "the same'.

Of course, it's your card, and you're welcome to do as you want, but you're also the one complaining that you can't do a thing because the card text would be too small:
I don’t get why this needs new keywords. Simply use gain, keep the once per turn clause and explicitly make it a non-Supply card.

Yeah, I'm still on board team "non supply and gain". I get that won't work with the cards being yours and set aside at the start of the game. But it begs the question, why?


Can you gain a card you already own?

I don't get the "non supply" part. The Equipment cards are non-Supply cards and are accordingly designed. Like Heirlooms, they have no own pile, therefore no cost*, and no (This is not in the Supply.).


Quote from: scolapasta
But, say you do want to keep the idea of each person starts with this card set aside. Then is already precedent as well, for set aside cards and moving them: "put". For example, cards like Faithful Hound, Church, and many others. All those put it into your hand, but they also specify the location specifically, so you could easily do a different location:

Quote
"Directly after shuffling your deck, you may put your set aside Quiver in your discard pile."

Yes, this would work, it might be just a bit too long for some of my cards. No problems with Telescope or Quiver, but some other cards have more text. I am afraid that their text becomes too tiny. I would win a bit about correct wording in the sense of what is established, but would loose on the other hand on readability.

Well, thanks for the feedback!

Edit: I just had a look to the other Equipment cards. Among those I want to present here, probably only one would have a problem with your suggested wording in that there would be quite a lengthy text. So, I will try how your wording looks on the other cards. Thanks!


Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 03:58:39 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
you're trying to cram too much onto a single card. its dictating where it starts, how to get it, and what it does, which are things the rest of the game has shorthand for (supply/nonsupply, cost); this is why "deluded"/"envious" have delusional/envious (introducing another card-like thing) while the boons have "you may receive it at the beginning of your next turn", if tracking was an issue.

I have to disagree, sorry. The 3 lines below the dividing line are precise, give most of the information, avoid the introduction of another card-shape thing. I don't like to compliment myself, but I think my solution is more elegant than a triple set of Bowman - Quiver - Marksman. Delusional is a temporary state that is passed forth and back. You can't put that information on a Hex that disappears in the meantime. What is the context with the Boons text you have mentioned? The text gives the information that the bonus of the particular Boon can be received later. This is mainly because receiving it now may not be helpful. So it gives the later time point as alternative.
the boons example points out that hexes/boons dont necessarily have to resolved at the time of reciept; if you cram the delusional/deluded all onto a single card, you can just put that in the middle of the table and resolve it the same way - that's inelegant in the presence of moat/lighthouse stuff, but functionally "the same'.

Yes, sure I agree, but what does that have to do with my Equipment cards? Their text is far away from being crammed. They do not need an extra card-shape thing to mediate the information.
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 04:04:06 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
you're trying to cram too much onto a single card. its dictating where it starts, how to get it, and what it does, which are things the rest of the game has shorthand for (supply/nonsupply, cost); this is why "deluded"/"envious" have delusional/envious (introducing another card-like thing) while the boons have "you may receive it at the beginning of your next turn", if tracking was an issue.

I have to disagree, sorry. The 3 lines below the dividing line are precise, give most of the information, avoid the introduction of another card-shape thing. I don't like to compliment myself, but I think my solution is more elegant than a triple set of Bowman - Quiver - Marksman. Delusional is a temporary state that is passed forth and back. You can't put that information on a Hex that disappears in the meantime. What is the context with the Boons text you have mentioned? The text gives the information that the bonus of the particular Boon can be received later. This is mainly because receiving it now may not be helpful. So it gives the later time point as alternative.
the boons example points out that hexes/boons dont necessarily have to resolved at the time of reciept; if you cram the delusional/deluded all onto a single card, you can just put that in the middle of the table and resolve it the same way - that's inelegant in the presence of moat/lighthouse stuff, but functionally "the same'.

Yes, sure I agree, but what does that have to do with my Equipment cards? Their text is far away from being crammed. They do not need an extra card-shape thing to mediate the information.

futureproofing, allowing you a template to make more wordy/complex equipment cards while keeping a standard format

Like none of this is a necessary step, but it solves so many of the issues in this thread ("where does once per turn go to be unambiguous?" "how do i communicate a non-standard 'gain' condition") while allowing a template to let you go hog wild on future iteration; the boons/hex/state example is precedent where this concept of landscape-extraction has been applied before; artifacts are another example.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 08, 2020, 04:12:53 pm
the starting position (set aside) is dictated by the "equipment" type; tasks are once-per-player, per-game (which you'd know if you actually read Aquila's write up on them I linked you previously)

That is quite a long essay. So I tried to extract some of it, but did not read it full length, because I came to the conclusion that I does not really help to solve any potential issues that may come with Equipment cards. It just looks more complicated as my simple version that Equipment cards are set aside at the start of the game. What do you think about the newest version of Quiver I have posted a bit earlier (the one on the left)?

If you are not happy with it, can you tell me what you think is wrong with it?
you're trying to cram too much onto a single card. its dictating where it starts, how to get it, and what it does, which are things the rest of the game has shorthand for (supply/nonsupply, cost); this is why "deluded"/"envious" have delusional/envious (introducing another card-like thing) while the boons have "you may receive it at the beginning of your next turn", if tracking was an issue.

I have to disagree, sorry. The 3 lines below the dividing line are precise, give most of the information, avoid the introduction of another card-shape thing. I don't like to compliment myself, but I think my solution is more elegant than a triple set of Bowman - Quiver - Marksman. Delusional is a temporary state that is passed forth and back. You can't put that information on a Hex that disappears in the meantime. What is the context with the Boons text you have mentioned? The text gives the information that the bonus of the particular Boon can be received later. This is mainly because receiving it now may not be helpful. So it gives the later time point as alternative.
the boons example points out that hexes/boons dont necessarily have to resolved at the time of reciept; if you cram the delusional/deluded all onto a single card, you can just put that in the middle of the table and resolve it the same way - that's inelegant in the presence of moat/lighthouse stuff, but functionally "the same'.

Yes, sure I agree, but what does that have to do with my Equipment cards? Their text is far away from being crammed. They do not need an extra card-shape thing to mediate the information.

futureproofing, allowing you a template to make more wordy/complex equipment cards while keeping a standard format

Interesting point. Unfortunately, I think that it wouldn't fit to most of the other Equipment cards I intend to present here. May be we can just ignore this point now, and come back to it if you feel it is necessary, after I have presented the rest of my cards?
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 08, 2020, 04:14:13 pm
yeah that's fine; i edited my last post to be a little more verbose (phone typing is hard)
Title: Re: Equipment, Cabinet and Moral
Post by: Xen3k on December 08, 2020, 05:57:07 pm
Forgive me but I have not read all the comments made so far, so I may be repeating previous posts, but I have a few thoughts.

- I originally thought the Equipment would start off on the Cabinet Mat and each player would have their own Mat, but unless I have missed something that Mat has not been discussed yet.
- I find it completely reasonable to have "take" do a lot of heavy lifting with this mechanic. If need be you can define it, like Exile is explicitly defined, or leave it as is and just explain it as needed like "pass" with Masquerade.
- I can see the destination of the card when you "take" it being a bit confusing, Exiled cards are discarded and cards on the Tavern Mat are called, and they have defined mechanics and rules on the destination of the card. As long as the rules are adequately defined I see no real issue with "take".
- The only thing I would suggest, and this is without knowing what the Cabinet Mat is all about, would be to have the Equipment cards start off on a Mat each person has, like the Exile and Tavern Mats but different so there is no collision with their mechanics. When you are taking an Equipment card, you are taking it from your (add name) Mat and adding it to your deck. If there are no ways for the card to go back to the Mat, then their is no reason to have "once per game" anywhere. You can also design cards that do end up back on that Mat allowing you to "take" it multiple times in a game. It may be superfluous to have a Mat for a single card most games, but players understand Mats and how they work for the most part.

Just  a few thoughts for this awesome idea. Really like the designs you already have made and I look forward to what you will present later.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 09, 2020, 06:17:22 am
Forgive me but I have not read all the comments made so far, so I may be repeating previous posts, but I have a few thoughts.

No need to apologize. Your thoughts are more than welcome.

Quote from: Xen3k
- I originally thought the Equipment would start off on the Cabinet Mat and each player would have their own Mat, but unless I have missed something that Mat has not been discussed yet.

You are right, I haven’t introduced the Cabinet mat yet. I intend to show it in later parts of this thread. The idea was to start easy and introduce different parts of the concept “Equipment” step by step. What did I know. At the moment it looks like a mess.

Quote from: Xen3k
- I find it completely reasonable to have "take" do a lot of heavy lifting with this mechanic. If need be you can define it, like Exile is explicitly defined, or leave it as is and just explain it as needed like "pass" with Masquerade.

I am amazed about the resistance I face against using the term “take” in the context of the set aside Equipment cards. As things are in the moment, I will likely replace it with “put this set-aside [name] into the discard pile”. It takes some more words, but that should be okay for most of the cards.

Quote from: Xen3k
- I can see the destination of the card when you "take" it being a bit confusing, Exiled cards are discarded and cards on the Tavern Mat are called, and they have defined mechanics and rules on the destination of the card. As long as the rules are adequately defined I see no real issue with "take".

I think the default destination being the discard pile is natural, as that is also the default destination for cards that are gained or cards that are “released” from the Exile mat.

Quote from: Xen3k
- The only thing I would suggest, and this is without knowing what the Cabinet Mat is all about, would be to have the Equipment cards start off on a Mat each person has, like the Exile and Tavern Mats but different so there is no collision with their mechanics. When you are taking an Equipment card, you are taking it from your (add name) Mat and adding it to your deck. If there are no ways for the card to go back to the Mat, then their is no reason to have "once per game" anywhere. You can also design cards that do end up back on that Mat allowing you to "take" it multiple times in a game. It may be superfluous to have a Mat for a single card most games, but players understand Mats and how they work for the most part.

Having an extra mat for the set-aside Equipment cards is an interesting idea that I haven’t thought about. However, in principle the difference between having such a mat or not is that the set-aside Equipment cards would have a piece of cardboard underneath. The Equipment cards got their own color (light blue), so it is not easy to forget about them when they are set aside somewhere next to the player’s playing area. I do not plan to have any Equipment cards that go back to the initial “set aside at the start of the game” status. Once they left this status by being “taken”, “equipped”, “put into discard” or whatever term or phrase will be used to describe this, they are part of the player’s active deck.
 
I have some Equipment cards (or ideas for them) that use the Cabinet mat the way you describe as a possibility for the “set-up mat”, i.e. they are put on the Cabinet mat, do something there, and then can leave the mat again under specific circumstances. However, as far as I can see it now, I will not present any of those, but rather only 2 or 3 Equipment sets that stay on the Cabinet mat once they are there.

A final thought on mats in general: I prefer to use as few mats as I can in real life games. We usually play only with the Tavern and Exile mats. Occasionally a Native Village mat or a Trade Route mat, but that doesn’t really happen often. We do not use Coffers/Villagers mats. I made some Villager tokens simply from paper pieces with an image of Villagers glued on cardboard. They are easily distinguishable from other tokens by color and shape. No need to mess with the Coffers/Villager double-mat or to use the coin tokens for Villagers.


Quote from: Xen3k
Just  a few thoughts for this awesome idea. Really like the designs you already have made and I look forward to what you will present later.

Many thanks, Xen3k for your thoughts and input! It is encouraging to hear (read) that you like my ideas. Your post is uplifting and just came in at the right moment!


Title: Re: Equipment, Cabinet and Moral
Post by: Timinou on December 09, 2020, 10:10:12 am
I think Observatory is kind of weak for a $5 since it only draws up to 5. I think it should either draw up to 6, or make the return to hand part happen at the buy phase instead of the night phase and make Telescope a treasure. (If you do the latter thing, you probably want to limit the amount of cards you can set aside to keep it from being too strong.)

Perhaps rather than first setting aside cards and then drawing up to 5, Observatory should let you draw up to X cards and then set aside X cards for the Night phase.  That would make it easier to set up the Night phase with Telescope to be like a second turn.   
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 09, 2020, 10:42:10 am
I am amazed about the resistance I face against using the term “take” in the context of the set aside Equipment cards. As things are in the moment, I will likely replace it with “put this set-aside [name] into the discard pile”. It takes some more words, but that should be okay for most of the cards.

Nooo  :o that's such a bad solution.

How about this:


Quiver
$0 – Action - Equipment

Quote
+1 Card
+1 Action
You may trash this for
+1 Buy and +$2.
----------------------------
Equip: have exactly 3
Action cards in play.
Telescope
$0 – Night - Equipment

Quote
Choose one: Play an Action card
from your hand; or put a card
       from your hand onto your deck;       
or trash a card from your hand.
-------------------------
Equip: shuffle your deck.


It's one keyword, it's different from any existing keyword (unlike 'take'), it's shorter than any other solution proposed so far, and it doesn't require extra card-shaped things.

Then, the rules about equipment cards are: (1) whenever the thing after Equip: occurs, you may choose to put the associated card into your discard pile; (2) when you do this, the option disappears for the rest of the game.

The only disadvantage I see is that you can't do mandatory equipments, but I'm just going to hope you weren't intending to do that anyway. Even then, you could say Equip (mandatory):, although this would introduce a second keyword.
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 09, 2020, 11:04:47 am

I decided to use "take" as it avoids any rule confusions that "gain" may cause.
One example: Player A has their Quiver still set aside. Player B has "taken", played and trashed their Quiver. Player A plays a Lurker, which can gain Action cards from the trash. Player A gains the Quiver from the trash. Now they have gained a Quiver once per game and can't gain their own still set aside Quiver anymore.
Quiver says: "Once per game: If condition X is satisfied, you may gain this." (I'd put the once per game clause at the front, that's slightly more clear.)
It does not say "You may only gain this once per game and only if you have satisfied condition X."

The once per turn clause unambiguously refers to a very specific condition that allows you to gain this from the non-Supply nirvana and does not say anything about what is supposed to happen or not when you gain Quiver from the trash via Lurker.

I am not opposed to new types, keywords or whatever. But I am when they are not necessary.

Sorry, I am lost. I am right now not sure about what you are arguing.

Is it "take" vs "gain"?
or
Is it that the Equipment cards are set aside?
My point is that take is not necessary, gain works totally fine. Set aside seems needlessly wordy.
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 09, 2020, 11:10:08 am
I would vote for just 'gain' with (once per turn) above 'put it into your discard pile' as well.
Title: Re: Equipment, Cabinet and Moral
Post by: faust on December 09, 2020, 11:13:27 am
Not having read everything in detail, I think using "gain" for this is nice simply so that it can interact with things that care about gaining. It's better to have more interactions when you can.
Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 09, 2020, 11:20:25 am
Still on team gain. :)

@gambit05, I asked a question a while back, but I think you may have missed it. Is it important for it to be set aside (and owned) at the start of the game instead of just being a non supply pile?

Reason I am on team gain is that is is simple and standard (as others have said). However, I do think that for it to be gain, it should be a non supply pile and not start set aside. So I'm trying to understand if you feel that is is critical in the design to be set aside.

If not, then non supply and gain worked quite well, and details on any minor* ambiguity about "once per game" can be hashed out in the FAQ.

* I say minor, because I think that "Once per game: Directly after X, you may gain Y." reads as the gaining is only once per game and not the "directly after X, you may".
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 09, 2020, 11:57:57 am
My point is extremely theoretical, but I hope it illustrates nonetheless why set aside would not be a natural way to implement this:
For example with Gardens, Quiver would count at the end of the game no matter what you did, i.e. it is already yours but in „set aside nirvana“. This is pretty weird. It is as if in Cemetery games, ignoring the existence of Exorcist for the sake of the argument, Ghost were already yours but set aside.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 09, 2020, 12:24:29 pm
Dear all,

Your feedback and discussion about the format/use of terms is amazing.

@LibraryAdventurer and Timinou: I will postpone for now the discussion about any improvement of Observatory, though that is of course an important thing to do.
@silverspawn: Neat idea using "Equip". Edit: I forgot to acknowledge spineflu here who suggested the term earlier.

In general, I will not answer any specific questions right now, for example scolapasta's question about set aside/pile. I think the best way to continue is when I present some other Equipment cards. In this way you will get a better idea in which directions I intend to go. Originally, I wanted to present the cards in small portions, but I think it is better now to show you more cards at once, including also one of the sets that use the Cabinet mat. The cards will probably still have the term "take", but just ignore it for the moment and first try to get a broader picture. After you have seen the next set of cards (I plan to show 3 different sets), we can all discuss the best way for using "take" vs "gain" or vs something else; "set aside" vs "separate piles" etc. I will post the new cards in about 2 hours or so (I have to do something else before). Stay calm!

Many thanks to all of you! Looking forward to the next round.
Title: Re: Equipment, Cabinet and Moral
Post by: GendoIkari on December 09, 2020, 01:54:55 pm
My point is extremely theoretical, but I hope it illustrates nonetheless why set aside would not be a natural way to implement this:
For example with Gardens, Quiver would count at the end of the game no matter what you did, i.e. it is already yours but in „set aside nirvana“. This is pretty weird. It is as if in Cemetery games, ignoring the existence of Exorcist for the sake of the argument, Ghost were already yours but set aside.

Yeah, I don't have a strong opinion on "take" vs "gain" or "more rules on the cards" vs "a new card-shaped thing", but I do think that declaring that a card is "yours" simply because the Kingdom has another specific card in it feels very weird, and I don't think anyone would naturally think that it works that way. Cards become "yours" through a very specific set of things, including everything in your starting deck. For a card to be "yours" even though it wasn't in your starting deck, and you never gained it or exchanged for it or interacted with it in any way at all, is very unintuitive.

Just reading the cards themselves, as well as the overview rules for equipment, it doesn't seem like equipment would act any differently than Spoils or Wishes or Horses; other than being limited to working with 1 specific Kingdom card, like Bat or Prizes.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 09, 2020, 03:28:33 pm

Part 2

Lady Godiva/Clothes
I have presented Lady Godiva without Equipment in a previous thread about cards dealing with Debt (http://forum.dominionstrategy.com/index.php?topic=20530.0). Later I decided that it is more interesting to separate the on-buy cost change (allowing to take 1 Debt instead of $1) from the distribution of Debt token on Supply piles (“taxing”). The latter function is now on the Equipment card Clothes. Doing it this way avoids excessive “taxing” of Supply piles as this feature is available only on a single card per player.

Likewise the first two pairs, Bowman/Quiver and Observatory/Telescope, Lady Godiva and Clothes can work independently of each other, though Lady Godiva guarantees a permanent source of Debt tokens for Clothes. Here, the entrance conditions for Clothes is “taking 1 Debt at the start of a player’s turn.” This means that a player has to invest a bit if they want Clothes and that a Debt token is in principle already available for “taxing” Supply piles.
 
(https://i.ibb.co/MGKX5nw/Lady-Godiva-Equip.png) (https://i.ibb.co/bv38bRb/Clothes.png)

Lady Godiva
$3 – Action
Equipment: Clothes
Quote
+$2
-----------------------------------
While you have this in play,
when you buy a card, you
      may take 1 Debt to pay $1 less       
for it.
Clothes
$0 – Action - Equipment
Quote
+1 Card
+1 Action

You may add 1 of your Debt to a
Supply pile. When a player buys a
card, they take the Debt from its pile.
---------------------------------
At the start of your turn, you may
take 1 Debt to take this (once per game).
   



Dragoon/King's Letter
In contrast to the previous examples, where Equipment cards could operate independently of their respective Kingdom cards, here is now a pair of cards, where the Equipment card, King’s Letter, depends on the associated Kingdom card, Dragoon. This means that when a player gains their first Dragoon, their King’s Letter enters the game by putting it into the discard. The only option here to play without the Equipment card is to not gain any Dragoon. I have put the instructions for when the set-aside King’s Letter enters the game on the Dragoon card. The reason is that gaining Dragoon triggers this event in contrast to the other pairs of Kingdom card/Equipment card (as shown so far), where the Equipment card could enter the game independently of its associated Kingdom card.

Dragoon is an Attack card whose Attack is only triggered when a low cost card is discarded from the deck. Otherwise, there is no Attack. Of course standard Reaction cards like Moat block any potential Attack card when played, i.e. before an actual attack occurs. If the Attack is activated, opponents gain a Ruins (those without Moat etc.). If an opponent has a King’s Letter in play, they can trash the Ruins. However, the attacking player gains one King’s Letter from each other player with King’s Letters in play. If an attacked player has more than one King’s Letter in play, they loose only one of them. If a King’s Letter manages to survive the round in the field, respective player is rewarded with 2 VP tokens at the start of their next turn.

(https://i.ibb.co/WGFQfXr/Dragoon.png) (https://i.ibb.co/FxyRrpR/King-s-Letter.png)

Dragoon
$4 – Action – Attack – Looter
Equipment: King’s Letter

Quote
Discard the top card of your
deck. If it costs $3 or less, each
other player gains a Ruins.
      Otherwise, +2 Actions and +$2.     
--------------------------------
Once per game: When you gain
this, take your King’s Letter.
King’s Letter
$0 – Night – Duration – Equipment

Quote
While you have this in play,
when another player’s Dragoon
causes you to gain a Ruins, you
may trash it and they gain a
King’s Letter you have in play.
 
At the start of your next turn, if
you still have this in play, +2 VP.


Cabinet mat
Some Equipment cards are put on the Cabinet mat similar to Reserve cards that are put on the Tavern mat. Each player has their own Cabinet mat. The big difference to the Tavern mat is that the Equipment cards do their duty on the mat. There may be other possibilities, but I haven’t designed any Equipment-Cabinet cards that act differently (yet). A common feature of the Equipment cards that finally go to the Cabinet is that they have a direct dependency on their specific Kingdom card, similar to Dragoons/King’s Letter shown above. Again, there is enough design space to also do Equipment-Cabinet cards that are not directly dependent on a specific Kingdom card, and again I haven’t done any (yet). Most Equipment cards that are put to the Cabinet, stay there for the rest of the game.
I have a few Equipment cards that can leave the Cabinet mat, but I won’t show them today. If it is relevant for the discussion: They are usually discarded and have to be played again and to be put again on the Cabinet mat.

In addition to the light blue labeling of all Equipment cards, I have labelled the Equipment-Cabinet cards with a light tan background of their text field, in reminiscence to Reserve cards.

Kingsman and the associated Equipment cards Harp, Shield, Sword and Trumpet.
The set-aside Equipment cards enter the game though playing Kingsman. If a player decides to not gain and play Kingsman, they will not get any associated Equipment cards into the game. When a player plays their first Kingsman, they get a lonely +1 Action and can freely pick one of the four associated Equipment cards. Each player can decide on their own which of them enters the game first, second and so on. As per default, the chosen Equipment card goes to the discard pile, the others are still set aside. Once such an Equipment card is played, it is put on the Cabinet mat. Then when Kingsman is played consecutively during in the game, it gets the +1 Action from itself and then follows the instructions of all associated Equipment cards that are on the Cabinet mat. If there are still Kingsman’s Equipment cards set aside, another one is chosen to be put into the discard pile.
The idea is basically that the Kingsman cards are up-graded over time via putting the associated Equipment cards on the Cabinet. A level 1 Kingsman gives a mere +1 Action, a fully up-graded Kingsman is stronger than a Grand Market.

(https://i.ibb.co/GFBpK7r/Kingsman.png)
Kingsman
$4 – Action
Equipment: Harp, Shield, Sword, Trumpet
Quote
+1 Action
Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat.

Take one of your set-aside
Kingsman’s Equipment cards.

(https://i.ibb.co/djsy6H6/Harp.png) (https://i.ibb.co/JpD9PKg/Shield.png) (https://i.ibb.co/swPbrtL/Sword.png) (https://i.ibb.co/t4Htstt/Trumpet.png)

Harp
$0 – Action – Cabinet - Equipment

Quote

Put this on your Cabinet mat.
-----------------------------
         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Buy.


Shield
$0 – Action – Cabinet - Equipment

Quote

Put this on your Cabinet mat.
-----------------------------
         If this is on your Cabinet mat,         
when you play a Kingsman,
+$2.

Sword
$0 – Action – Cabinet - Equipment

Quote

Put this on your Cabinet mat.
-----------------------------
         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Action.

Trumpet
$0 – Action – Cabinet - Equipment

Quote

Put this on your Cabinet mat.
-----------------------------
         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Card.


Title: Re: Equipment, Cabinet and Moral
Post by: GendoIkari on December 09, 2020, 04:22:20 pm
Something I didn't think about until now... you can take the equipment without ever buying / gaining the card that it's associated with, right? Or at least you can when the condition is on the equipment itself and not on the card? That seems weird... Use Clothes in a game (with debt-cost cards) even if you don't ever want Lady Godiva. Makes it feel like Clothes is a completely separate thing that has no reason to be an equipment for Godiva. Would it work to always have the "take" be something you can do when playing the Kingdom card?
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 09, 2020, 05:06:34 pm
Something I didn't think about until now... you can take the equipment without ever buying / gaining the card that it's associated with, right? Or at least you can when the condition is on the equipment itself and not on the card? That seems weird... Use Clothes in a game (with debt-cost cards) even if you don't ever want Lady Godiva. Makes it feel like Clothes is a completely separate thing that has no reason to be an equipment for Godiva. Would it work to always have the "take" be something you can do when playing the Kingdom card?

Isn't it similar to how you can use the heirloom without ever using the associated Action card?
Title: Re: Equipment, Cabinet and Moral
Post by: GendoIkari on December 09, 2020, 05:20:40 pm
Something I didn't think about until now... you can take the equipment without ever buying / gaining the card that it's associated with, right? Or at least you can when the condition is on the equipment itself and not on the card? That seems weird... Use Clothes in a game (with debt-cost cards) even if you don't ever want Lady Godiva. Makes it feel like Clothes is a completely separate thing that has no reason to be an equipment for Godiva. Would it work to always have the "take" be something you can do when playing the Kingdom card?

Isn't it similar to how you can use the heirloom without ever using the associated Action card?

I actually thought of that. The only real difference is that it's not a choice whether to use the heirloom or not; it just goes in your starting deck. But still, that might be enough of an example to make my objection moot, not sure. I just know that the equipments where you get one by playing the associated card feel more natural to me.
Title: Re: Equipment, Cabinet and Moral
Post by: Xen3k on December 09, 2020, 06:06:51 pm
Ok, a few more thoughts after looking over the new cards.

- I really like that you start with Equipment as part of your deck, but not in your deck. This is something not represented elsewhere in Dominion. There is some room there to have a piece of equipment augment the game until you take it. An equipment that penalizes you until it is take it would be like a reverse Works that can have a requirement other than coins. Same with an Equipment that benefits you but is taken as soon as certain criteria are met.

- I completely understand your aversion to multiple Mats, my game group actually only uses the Exile Mats and the Trade Route Mat. We have specific tokens for Coffers/Villagers and use that single Mat for Exile, Tavern, and Island. I think having a dedicated Mat to hold the Equipment before you take them could be useful for wording on cards. The Cabinet Mat could be split in half, since it is already being introduced. It may not matter too much, and I am sure whatever you do go with will work fine, but having a dedicated named zone (Mat) is better in my opinion than set aside in the aether.

- Dragoon/King's Letter looks wild. I really have no idea how it will play out, but want to try it. Very interesting concept for an attack and I like the stealing/moat effect. I do think if the Equipment started on a Mat that it could not be sent back to you could do away with the Once Per Game bit and just have it say "Take your King's Letter from your (name) Mat".

- Kingsman is a very cool upgrading Action. Not sure if too good, but probably not as the Equipment do eat an Action when played. The one concern I have is with the term Kingsman's Equipment. I understand what it is referring to, but I am not sure how much that may confuse the average player. You could always refer specifically to the Equipment names. Also, the conditional activation of the below line text on the Equipment kinda makes the first paragraph on Kingsman redundant. For Kingsman I really like the concept and design, it is just that there a few precedents that would be set with this design that I am unsure about. I think the Equipment having the triggered effect when a Kingman is played should be enough. Grouping the equipment under "Kingsman's Equipment should be fine if the rules for Equipment detail that the Equipment associated with a card is that cards Equipment, like Cursed Mirror is Cemetery's Heirloom.

Over all I really like these cards. I think you should keep Equipment as already owned (part of your deck, if not in it) and keep using take (or a Keyword of some kind). Using Gain does interact with more mechanics, but could also collide in ways you do not want. I think a Mat for Equipment to start on would be nice, but it is your design. Please forgive the repeated suggestion of a Mat, lol. Great work! I look forward to the subsequent designs.
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 10, 2020, 05:00:07 am
I like Kingsman. This idea is often implemented via the Adventure tokens but the slowing down with the one shots is really neat.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 10, 2020, 09:40:41 am
Something I didn't think about until now... you can take the equipment without ever buying / gaining the card that it's associated with, right? Or at least you can when the condition is on the equipment itself and not on the card?1 That seems weird... Use Clothes in a game (with debt-cost cards) even if you don't ever want Lady Godiva. Makes it feel like Clothes is a completely separate thing that has no reason to be an equipment for Godiva.2 Would it work to always have the "take" be something you can do when playing the Kingdom card?3

Isn't it similar to how you can use the heirloom without ever using the associated Action card?

I actually thought of that. The only real difference is that it's not a choice whether to use the heirloom or not; it just goes in your starting deck. But still, that might be enough of an example to make my objection moot, not sure. I just know that the equipments where you get one by playing the associated card feel more natural to me.

1Yes, among the cards I’ve presented so far you can do that for Telescope (associated Kingdom card is Observatory), Quiver (Bowman) and Clothes (Lady Godiva). You can’t do it for King’s Letters (Dragoon) nor for any of the 4 Equipment cards associated with Kingsman.

It is the same with the Heirlooms. silverspawn already gave a short but effective answer.

Just a few more cents to this: I see it rather as a strength of the concept that you can play with an Equipment card without the need to gain the respective Kingdom card and vice versa. I try to functionally connect them, but I also have the intention that they can in principle act independently of each other. In addition, given players more freedom of choice whether they want to use a certain Kingdom card, the respective Equipment card or both or none of them is in my opinion a good thing without making it overly complicated. It can create a lot of interesting micro decisions.

2There are not too many official Debt cost cards in the game. If one or more would be around together with Lady Godiva/Clothes, fine I would say. It changes the power level of Clothes and maybe the overall strategy. I see that as a good thing offering a broader spectrum of strategies and I don’t think Clothes would be broken because of the presence of some Debt cost cards. In the case that Clothes would exist without Lady Godiva, it would be almost dead in the majority of Kingdoms.

3Yes, it would work to always have the restriction to “take” Equipment cards when respective Kingdom cards are played (or gained), but it would limit the possibilities for designing certain card pairs/sets, where the intention is the semi-independency (likewise Heirlooms) as I have tried to explain above. I don't see a good reason why should I restrict myself design-wise and exclude those.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 10, 2020, 10:05:57 am
Ok, a few more thoughts after looking over the new cards.

- I really like that you start with Equipment as part of your deck, but not in your deck. This is something not represented elsewhere in Dominion. There is some room there to have a piece of equipment augment the game until you take it. An equipment that penalizes you until it is take it would be like a reverse Works that can have a requirement other than coins. Same with an Equipment that benefits you but is taken as soon as certain criteria are met.

- I completely understand your aversion to multiple Mats, my game group actually only uses the Exile Mats and the Trade Route Mat. We have specific tokens for Coffers/Villagers and use that single Mat for Exile, Tavern, and Island. I think having a dedicated Mat to hold the Equipment before you take them could be useful for wording on cards. The Cabinet Mat could be split in half, since it is already being introduced. It may not matter too much, and I am sure whatever you do go with will work fine, but having a dedicated named zone (Mat) is better in my opinion than set aside in the aether.

- Dragoon/King's Letter looks wild. I really have no idea how it will play out, but want to try it. Very interesting concept for an attack and I like the stealing/moat effect. I do think if the Equipment started on a Mat that it could not be sent back to you could do away with the Once Per Game bit and just have it say "Take your King's Letter from your (name) Mat".

- Kingsman is a very cool upgrading Action. Not sure if too good, but probably not as the Equipment do eat an Action when played. The one concern I have is with the term Kingsman's Equipment. I understand what it is referring to, but I am not sure how much that may confuse the average player. You could always refer specifically to the Equipment names. Also, the conditional activation of the below line text on the Equipment kinda makes the first paragraph on Kingsman redundant. For Kingsman I really like the concept and design, it is just that there a few precedents that would be set with this design that I am unsure about. I think the Equipment having the triggered effect when a Kingman is played should be enough. Grouping the equipment under "Kingsman's Equipment should be fine if the rules for Equipment detail that the Equipment associated with a card is that cards Equipment, like Cursed Mirror is Cemetery's Heirloom.

Over all I really like these cards. I think you should keep Equipment as already owned (part of your deck, if not in it) and keep using take (or a Keyword of some kind). Using Gain does interact with more mechanics, but could also collide in ways you do not want. I think a Mat for Equipment to start on would be nice, but it is your design. Please forgive the repeated suggestion of a Mat, lol. Great work! I look forward to the subsequent designs.

Mats
At the moment I am open to any ideas and suggestions. I decide later with your (plural) help when (hopefully) more input comes in.

Dragoon
I don’t have a clue either how that will turn out. It is one of the newest Equipment type card pair. I am also looking forward to play with them.

Kingsman
I have played a few times with a totally overpowered prototype of it (with some additional effects from Equipment cards). Aside of that I can say that it is a relative simple mechanic and it is fun to play with. The presented version is the one I will hopefully play with soon. The idea is that Kingsman is quite expensive at the beginning (for just +1 Action) and that the up-grading progress is slow. With the overpowered prototype, we rarely got it fully upgraded or if so it was too late to have any significant impact. So, I hope this version plays similar in that respect, but being a bit less dominating.

There should be no problem with the grouping of the Equipment cards belonging to the same Kingdom card. The individual Equipment cards are all listed/specified directly below the text of the Kingdom card (here Kingsman) on the light blue banner.

Summary
Your comments are again very helpful and constructive. Many thanks!
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 11, 2020, 05:09:21 pm
gambit, have you decided that take (once per game) is going to be the wording?
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 12, 2020, 03:08:27 am
gambit, have you decided that take (once per game) is going to be the wording?

I want to wait a bit longer to see what others think about the terminology for Equipment cards now that I have presented more of them.

After the first two card pairs, I got such a diverse feedback about what to do and what not, it was overwhelming.
After presenting more Equipment cards, now maybe people are overwhelmed?

I don’t know what the relative silence means. Do people think about the concept and take their time for an answer? Or, do they think enough has been said, or did they lost interest and moved on?

Is there a specific reason why you are asking?
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 12, 2020, 05:06:57 am
I don’t know what the relative silence means. Do people think about the concept and take their time for an answer? Or, do they think enough has been said, or did they lost interest and moved on?

Variance/reversion to the mean. Don't overinterpret.

Is there a specific reason why you are asking?

*stares expressionless into space for a few seconds*

... yes.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 12, 2020, 05:41:18 am
I don’t know what the relative silence means. Do people think about the concept and take their time for an answer? Or, do they think enough has been said, or did they lost interest and moved on?

Variance/reversion to the mean. Don't overinterpret.
I don't. Just tried to explain my own silence at the moment.

Is there a specific reason why you are asking?

*stares expressionless into space for a few seconds*

... yes.

*stares amazed in the same general direction for a few minutes*

Would you please be so kind and enlighten me?
Title: Re: Equipment, Cabinet and Moral
Post by: spineflu on December 12, 2020, 07:12:52 am
gambit, have you decided that take (once per game) is going to be the wording?
After the first two card pairs, I got such a diverse feedback about what to do and what not, it was overwhelming.
After presenting more Equipment cards, now maybe people are overwhelmed?

I don’t know what the relative silence means. Do people think about the concept and take their time for an answer? Or, do they think enough has been said, or did they lost interest and moved on?

or did people make their suggestions, you made some minor changes, and said, "wait for the rest of the cards" and now they're doing just that because why put effort into a reply when you're just going to be told "no you dont have the full picture"
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 12, 2020, 07:36:43 am
gambit, have you decided that take (once per game) is going to be the wording?
After the first two card pairs, I got such a diverse feedback about what to do and what not, it was overwhelming.
After presenting more Equipment cards, now maybe people are overwhelmed?

I don’t know what the relative silence means. Do people think about the concept and take their time for an answer? Or, do they think enough has been said, or did they lost interest and moved on?

or did people make their suggestions, you made some minor changes, and said, "wait for the rest of the cards" and now they're doing just that because why put effort into a reply when you're just going to be told "no you dont have the full picture"

Is that another possibility? I haven't thought about that. I thought it was clear that I want to present another 3 sets of Equipment cards all at once (instead of smaller portions) and that those cards presented in part 2 should give a good picture about the Equipment concept. I mentioned in that post a few other things that can be done, which however I haven't done, with one exception that is an Equipment card that can leave the Cabinet mat.

Do you think it is better to show more cards first?
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 12, 2020, 01:41:31 pm
Would you please be so kind and enlighten me?

I was considering an equipment theme in case I won the WCD :-). But I didn't, so no rush.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 12, 2020, 02:35:21 pm
Would you please be so kind and enlighten me?

I was considering an equipment theme in case I won the WCD :-). But I didn't, so no rush.

What a pity. That would have been fun. And if it is just to see how people deal with the terminology.

I like your card but I think it is a bit too strong, even without the conversion part.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 12, 2020, 05:41:51 pm

Part 3

Here are now the remaining Equipment cards I’d like to show you, except one. That one also has Moral as a concept, together with 2 other cards unrelated to Equipment. Those cards I’d like to present separately as I don’t want to introduce too many things at once. 

I have a couple of more ideas for Equipment cards. However, those I show here are already more than I would like to include in my set. With my limited experience, I’ve found that it is nice and fun to have a few of them in a game, but when too many are around at once, it can become confusing and can affect the game flow.

If you feel you would like to comment on the terminology, please don’t wait for more cards.
Equally important for me is if you could give feedback on the individual cards.

Now to the cards:


(https://i.ibb.co/xsgg2MZ/Tinker.png) (https://i.ibb.co/3cbbsW2/Jug.png) (https://i.ibb.co/HG7RYdY/Kettle.png) (https://i.ibb.co/gTmSxyL/Pot.png)

Tinker
$2* – Action
Equipment: Jug, Kettle, Pot
Quote
+1 Action
Follow the instructions of the Tinker’s
   Equipment cards on your Cabinet mat.   

Take one of your set-aside Tinker’s
Equipment cards.
------------------------------
This costs $1 more per Tinker’s
Equipment card on your Cabinet mat.
Jug
    $0 – Action – Cabinet - Equipment   

Quote

Put this on your Cabinet mat.

------------------------------

If this is on your Cabinet mat,
when you play a Tinker,
+1 Card.
Kettle
     $0 – Action – Cabinet - Equipment   

Quote
+1 Action
Put this on your Cabinet mat.
------------------------------
If this is on your Cabinet mat,
when you play a Tinker,
gain a Cart and discard this
at the start of Clean-up.
Pot
    $0 – Action – Cabinet - Equipment   

Quote

Put this on your Cabinet mat.

------------------------------

If this is on your Cabinet mat,
when you play a Tinker,
+1 Buy and +$1.

Tinker and the associated Equipment cards Jug, Kettle, Pot
This has the same basic principle as Kingsman, i.e. a gradual up-grading of a Kingdom card through getting its Equipment cards on the Cabinet mat.
However, there are some notable differences:
- Tinker starts as a cheap $2 cost card.
- The cost of Tinker changes in dependency of the number of Tinker’s Equipment cards on the Cabinet mat.
- The Equipment card Kettle leaves the Cabinet when used by Tinkers. When played again, it is put back to the Cabinet.

When a Tinker follows the instructions of Kettle, the player gains a Cart, a non-Supply card I’ve introduced in another thread (http://forum.dominionstrategy.com/index.php?topic=20541.0).
Since discarding of Kettle from the Cabinet occurs in the Clean-up phase, playing multiple Tinkers before that in the same turn gives multiple Carts.

---------------------------------------------------------------------------------------------------------------------------------------------


(https://i.ibb.co/KW1vjBc/Truth.png) (https://i.ibb.co/HdRLHjY/Globe.png) (https://i.ibb.co/Lh718gs/Lyre.png) (https://i.ibb.co/6XmwZvR/Palette.png)

Truth
$4 – Action
Equipment: Globe, Lyre, Palette
Quote
+1 Action
    Look at the top 3 cards of your deck.   
Choose one: Put them back in any
order; or follow the instructions of
one of the Truth’s Equipment cards
on your Cabinet mat.
Take one of your set-aside Truth’s
Equipment cards.
Globe
    $0 – Action – Cabinet - Equipment   

Quote
Put this on your Cabinet mat.
------------------------------
If this is on your Cabinet mat,
when you play a Truth and
you choose this:
 
Trash any number of the 3 cards
and put the rest back in any order.
Lyre
     $0 – Action – Cabinet - Equipment   

Quote
Put this on your Cabinet mat.
------------------------------
If this is on your Cabinet mat,
when you play a Truth and
you choose this:
 
Discard the 3 cards, then
+1 Card and +1 Buy.
Palette
    $0 – Action – Cabinet - Equipment   

Quote
Put this on your Cabinet mat.
------------------------------
If this is on your Cabinet mat,
when you play a Truth and
you choose this:
 
Put one of the 3 cards into
your hand and discard the rest.

Truth and the associated Equipment cards Globe, Lyre, Palette
Yet another Kingdom card with several associated Equipment cards that go to the Cabinet. The difference to the others is that Truth can only play one of its Equipment cards. Thus, up-grading of Truth is done by increasing the choices, i.e. giving it more flexibility.
Truth starts as a non-terminal deck inspection card allowing rearrangement of the top 3 cards of the deck. The Equipment cards then give additional choices such as trashing cards or putting one of them into hand. I am not sure whether the trashing effect of Globe is too strong and should be reduced to just one card. On the other hand, it takes some time until it’s available.

---------------------------------------------------------------------------------------------------------------------------------------------


(https://i.ibb.co/h70gbJw/Camp.png) (https://i.ibb.co/D4LV412/Tent.png)

Camp
$3 - Action
Equipment: Tent
Quote
+1 Card
+1 Action
          Follow the instructions of a           
Tent on your Cabinet mat.

Once per game: Take your
set-aside Tent.

Tent
     $0 – Action – Cabinet - Equipment   

Quote
+1 Action
You may put this on your Cabinet
mat. If you don’t: +$1 for each
Camp you have in play.
------------------------------
If this is on your Cabinet mat, when
you play a Camp, +1 Card and
discard this at the start of Clean-up.

Camp/Tent
Another example of an Equipment card, Tent, that strictly depends on the associated Kingdom card, Camp, i.e. a player not going for Camp will not get Tent into the game.

Tent can be put on the Cabinet, but it doesn’t have to. On the Cabinet, it transforms for one turn each subsequently played Camp to a Lab, and is then discarded from the mat. This does not have to be the same turn the Tent has been put on the mat, as it will stay there until a Camp is played. If played, but not moved to the Cabinet, Tent transforms each Camp that is already in play to a Peddler. If a Camp is played and a Tent is neither on the Cabinet mat nor played later in the same turn, it is just a cantrip.

---------------------------------------------------------------------------------------------------------------------------------------------


(https://i.ibb.co/VBw97GG/Pawnshop.png) (https://i.ibb.co/0V6ZnTQ/Balance.png)

Pawnshop
$4 – Action
Equipment: Balance
Quote

For each Coin token on the
Pawnshop pile choose one:
   +1 Card; +1 Action; +1 Buy; +$1.   
The choices must be different.
------------------------------
Once per game: When you gain
this, take Balance to your hand.
Balance
      $0 - Action – Night - Equipment     

Quote

Add a Coin token to the
Pawnshop pile. If there are
5 tokens on it, remove 2
and if it’s your Action
phase, move 1 of them to
your Coffers mat.


Pawnshop/Balance
Again a pair of cards with an Equipment card, Balance, strictly dependent on its Kingdom card, Pawnshop. No Cabinet involved here.
Pawnshop is another example of a Market/Peddler variant that improves over time, here by being powered up by Balance. The differences to the other cards with a similar mechanic (Kingsman, Tinker) are:
- The power level is controlled by coin tokens (via Balance).
- The coin tokens are placed on the Pawnshop pile and thus are shared by the players.
- Tokens can be removed, temporarily decreasing the power level of Pawnshop.

Balance can be played during the Action or Night phase. If tokens are removed, the player gets one as a Coffers, if Balance was played during the Action phase.

Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 14, 2020, 08:09:05 am

I don’t know what you guys/gals think about the need to have Equipment cards in piles, after I showed you more of them, but in the meantime I thought about the term “take” versus alternative terms and also about the “set aside” status and its consequences and came up with the idea to use “obtain” instead of “take” and “standby” instead of “set aside”.

A typical instruction of a Kingdom card with several Equipment cards (e.g. Kingsman) would be:
Quote
Obtain one of your standby Kingsman’s Equipment cards.

On single Equipment cards where it is clear that “obtaining” them can happen only once (example Quiver) the text would be:
Quote
When you have exactly 3 Action cards in play, you may obtain this.

Would that be clear with respect to the process and would the English be acceptable?

Any objections to use these new keywords? At least, having Equipment cards is a new mechanic, like Reserve was a new mechanic once, which introduced “call” for a new mechanic.
Title: Re: Equipment, Cabinet and Moral
Post by: Xen3k on December 14, 2020, 09:57:53 am
I am a big fan of Standby. Set aside is used in multiple cards already and is usually a temporary thing. This would be a good change and would do away all of my suggestions for a mat.

I am indifferent to Obtain, but only because I had no issue with Take. Taking a card in Standby could be ruled to go to the discard by default in the rules for Standby. However, if it makes more sense to have a keyword like Obtain to have it make sense, Obtain is a good one.
Title: Re: Equipment, Cabinet and Moral
Post by: Timinou on December 14, 2020, 10:48:22 am
Why not just use "Equip" instead of "Obtain"?  Not a big deal, but I feel it would be more intuitive if you are adding new terminology.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 14, 2020, 12:36:07 pm
I am a big fan of Standby. Set aside is used in multiple cards already and is usually a temporary thing. This would be a good change and would do away all of my suggestions for a mat.

I am indifferent to Obtain, but only because I had no issue with Take. Taking a card in Standby could be ruled to go to the discard by default in the rules for Standby. However, if it makes more sense to have a keyword like Obtain to have it make sense, Obtain is a good one.

Why not just use "Equip" instead of "Obtain"?  Not a big deal, but I feel it would be more intuitive if you are adding new terminology.

Equip would be of course ideal. What about accurate English? Can you equip an Equipment?:

Quote
Equip one of your standby Kingsman’s Equipment cards.

Quote
When you have exactly 3 Action cards in play, you may equip this.

You equip yourself with the Equipment, which would be: Equip yourself with one of your...

My question is would the first version be okay? Or what about this:

Quote
Equip with one of your standby Kingsman’s Equipment cards.

Quote
When you have exactly 3 Action cards in play, you may equip with this.

Edit: I think using a new term like "equip" or "obtain" allows also to skip the "standby" in the text of Kingdom cards.
The two examples mentioned above (unrelated to each other) would look like this:

(https://i.ibb.co/9bN1bjs/Quiver-v3.png) (https://i.ibb.co/fn846T7/Kingsman-v1-1.png)

Could you give any feedback on this about English and terminology?

Title: Re: Equipment, Cabinet and Moral
Post by: Timinou on December 15, 2020, 12:13:20 am
I don't know if it is proper English or not, but don't some video games use "equip" + "object" e.g. "equip a weapon" or "equip an item"?  "Equip yourself with X" does sound better though.
Title: Re: Equipment, Cabinet and Moral
Post by: LibraryAdventurer on December 15, 2020, 01:50:41 am
Grammatically, saying "equip this" works fine. You don't need "with".
OTOH, I preferred "take" because "equip" makes it sound like it's ready to use immediately when it isn't (at least not in the case of cabinet cards: you don't get the effect of the equipment card until after you draw and play it). 

I don't like the concept of Kingsman/Tinker/Truth because for the effect of playing one card, you need to refer to three or four other cards in addition to the one you played. It's too much.

I like Camp & Tent, although I think it could be worded more simply.
Instead of "follow the instructions...", Camp could say "If you have a Tent on your cabinet mat, +1 Card and discard the Tent at the start of clean-up."
Pawnshop and Balance look good to me too.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 18, 2020, 04:23:10 am
I think Observatory is kind of weak for a $5 since it only draws up to 5. I think it should either draw up to 6, or make the return to hand part happen at the buy phase instead of the night phase and make Telescope a treasure. (If you do the latter thing, you probably want to limit the amount of cards you can set aside to keep it from being too strong.)

Perhaps rather than first setting aside cards and then drawing up to 5, Observatory should let you draw up to X cards and then set aside X cards for the Night phase.  That would make it easier to set up the Night phase with Telescope to be like a second turn.

Yes I agree, Observatory seems to be a bit weak. As you have suggested, a simple way to make it stronger is to increase its drawing capacity. This can be easily done without changing the concept. The idea to make Telescope a Treasure would be an alternative. However, I don’t like this as it would change the concept too much. Same with first drawing to X and then discard. It makes playing it easier, but the idea of the card is not to power it up to its maximum. The way it is seems more interesting, since players have to decide beforehand which cards they are willing to set aside. I could be wrong about the power level of Observatory, but if it needs a fix, it shouldn’t be this way. The simplest way is to allow it more cards to draw as LibraryAdventurer suggested.

Thanks to both of you. I will change the card to “draw to 6” and hopefully I will have the opportunity to test that version anytime soon.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 18, 2020, 01:28:27 pm
Grammatically, saying "equip this" works fine. You don't need "with".
OTOH, I preferred "take" because "equip" makes it sound like it's ready to use immediately when it isn't (at least not in the case of cabinet cards: you don't get the effect of the equipment card until after you draw and play it). 

I don't like the concept of Kingsman/Tinker/Truth because for the effect of playing one card, you need to refer to three or four other cards in addition to the one you played. It's too much.

I like Camp & Tent, although I think it could be worded more simply.
Instead of "follow the instructions...", Camp could say "If you have a Tent on your cabinet mat, +1 Card and discard the Tent at the start of clean-up."
Pawnshop and Balance look good to me too.

Interesting. So, to be sure, lets say there is a Bowman, a Quiver and some arrows. Can one say in English: “Equip your Quiver” in the sense that the Bowman gets the Quiver? I would use this phrase when something is added to the Quiver, here in the example arrows: the Quiver is equipped now. “Equip with your Quiver” instead would mean the Bowman is equipped with the Quiver. Is my understanding correct here?

I am undecided about the use of “take” versus “equip”, but tend to go for the latter. “Take” sounds a bit more natural, but is used for other things in Dominion. The term “equip” perfectly fits to the card type Equipment, and hasn’t been used in Dominion as a keyword. As you pointed out the Cabinet cards are not yet equipped when they enter the game, but it still seems reasonable to use “equip” due to the direct association with Equipment.

The wording you suggest for Camp is indeed much simpler. However, it could be confusing that it differs from how the instructions are on the other Cabinet cards. I tried to use the same principle for all those cards: Kingdom cards refer to the Equipment on the Cabinet (“Follow...”); Equipment cards on the Cabinet specify the abilities.

I am sorry to hear that you don‘t like the concept of the cards with multiple Equipment cards, but there is not much I can do about it as this is there core concept of those cards.

Anyway, thank you very much for your feedback.
Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 18, 2020, 02:21:46 pm
Sorry I haven't opined much recently here, mostly been busy, but also my opinion hasn't changed with the new cards.

I still haven't seen anything in the cards where it matters for them to be set aside and "yours" before the game starts and not just a non supply pile. (since having 1 or more extra cards for Gardens, etc. isn't core to the design). The only reason is so you can only "take" one, but, in my opinion, that is handled perfectly well by "once per game".

Note in this scenario, it may not even be necessary for the "Equipment" type. You would only need the "equipment" footer on those supply cards that don't allow you to gain the cards themselves (e.g. Bowman), so you would know to include the non supply pile in the setup.

For something like Camp, it isn't necessary since it would be handled by the "gain a Tent", like Spoils gainers do. There would have to be some other tweaks to the text to handle cases like Kingsman or Tinker, but I still think this is the cleaner design.
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 18, 2020, 02:28:58 pm
Getting rid of the Equipment type is an idea worth considering. I cautiously disagree that it's the cleaner design, though. If you're going to have a type of card that obeys certain rules, giving it a type seems to have intuitive value, doesn't it?

Although, I think there is a case that you should either go all-in with the type and define Equip: as a key word (which was my previous suggestion) or get rid of the type altogether, and handle it by 'once per game' plus the new ruling that if you gain a specific card, you can do it even if it's not in the supply. (That is, as supposed to doing a hybrid where you have the type but don't make the card texts as short as possible.)
Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 18, 2020, 02:38:40 pm
Getting rid of the Equipment type is an idea worth considering. I cautiously disagree that it's the cleaner design, though. If you're going to have a type of card that obeys certain rules, giving it a type seems to have intuitive value, doesn't it?

Although, I think there is a case that you should either go all-in with the type and define Equip: as a key word (which was my previous suggestion) or get rid of the type altogether, and handle it by 'once per game' plus the new ruling that if you gain a specific card, you can do it even if it's not in the supply. (That is, as supposed to doing a hybrid where you have the type but don't make the card texts as short as possible.)

Sorry, I guess I mean the whole concept (non supply, gain, possibly no type) is cleaner. The no type suggestion was the one I was least sure of.

Also, I will add that for camp for example, the "when play" text could just be "If you haven't yet this game, gain a Tent." Clear, simple, no special rules.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 18, 2020, 02:43:24 pm
Getting rid of the Equipment type is an idea worth considering. I cautiously disagree that it's the cleaner design, though. If you're going to have a type of card that obeys certain rules, giving it a type seems to have intuitive value, doesn't it?

Although, I think there is a case that you should either go all-in with the type and define Equip: as a key word (which was my previous suggestion) or get rid of the type altogether, and handle it by 'once per game' plus the new ruling that if you gain a specific card, you can do it even if it's not in the supply. (That is, as supposed to doing a hybrid where you have the type but don't make the card texts as short as possible.)

Sorry, I guess I mean the whole concept (non supply, gain, possibly no type) is cleaner. The no type suggestion was the one I was least sure of.

Also, I will add that for camp for example, the "when play" text could just be "If you haven't yet this game, gain a Tent." Clear, simple, no special rules.

How would you handle for example the Equipment cards coming with Kingsman. Just imagine 4 players means 4x4=16 cards. How do you track who has already gotten which one during the game?
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 18, 2020, 03:57:48 pm
Sorry, I guess I mean the whole concept (non supply, gain, possibly no type) is cleaner. The no type suggestion was the one I was least sure of.

I think they should also go together. If you have a unique type, it doesn't feel like it makes it more complicated if it's in your deck from the start. That's how equipments work. But if you don't, it's a weird rule since, as you observed, it doesn't make a difference for existing cards. Not sure if this is an intuition anyone shares.

Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 23, 2020, 07:55:09 am
Part 4

After some more thoughts about the terminology and no comments on how to deal with Equipment non-Supply piles that have been suggested by some of you, I would like to continue and to show you the last set of cards. For Equipment cards I will use the term “equip” instead of “take”, “gain” or anything else. “Equip” has been suggested by some of you (spineflu, silverspawn and Timinou) at some point during the discussion and thus can’t be too bad. The cards I’ll show you in this part of the thread all deal with Moral and only the first one is about Equipments.

Moral
Morals are a pile of landscape “cards” that are inspired by Boons and Hexes. Morals start face down and by playing certain Kingdom or Equipment cards the top one is revealed. All players follow its instruction at the start of their turn, until the next Moral is revealed, which in practice is just placing it face up on top of the previously revealed Moral. When the pile is empty and the next Moral has to be revealed, the pile is shuffled again. So, pretty much the same as with Boons and Hexes.
The Moral pile consists of 9 different “cards”, which come in different quantities. The numbers are: 2x Excellent; 3x High; 5x Good; 8x Average; 3x So-So; 3x Weakened; 2x Low; 1x Disastrous; 3x Confused. I have given the numbers below the images as well. At the start of the game, no Moral is revealed. The Moral Confused causes reshuffling of the pile. This is to keep the likelihood for revealing the different Morals relatively constant, i.e. to counteract extreme cases where for example both Excellent Morals have been revealed very early.


(https://i.ibb.co/SVCr46P/Morale-Excellent-II.png) (https://i.ibb.co/9hGHK3W/Morale-High-II.png) (https://i.ibb.co/ZMzvnBk/Morale-Good-II.png)
                       2x                     
                            3x                             
                  5x                       

(https://i.ibb.co/6mjMmMS/Morale-Average-II.png) (https://i.ibb.co/vvhn3TD/Morale-So-So-II.png) (https://i.ibb.co/5Twm8dX/Morale-Weakened.png)
                       8x                     
                            3x                             
                  3x                       

(https://i.ibb.co/7XsX0cb/Morale-Low-II.png) (https://i.ibb.co/fDGy6mb/Morale-Disastrous-II.png) (https://i.ibb.co/KXmJCGP/Morale-Confused-II.png)
                       2x                     
                            1x                             
                  3x                       

I have designed 3 cards that reveal Morals. One is an Equipment associated with a Kingdom card, the other two are Kingdom cards unrelated to Equipments:


(https://i.ibb.co/6Fs3vXj/Drummer.png) (https://i.ibb.co/cJ1zwBx/Drums.png) (https://i.ibb.co/PGz56qs/Muster.png) (https://i.ibb.co/HqvjhnP/Jouster.png)
Drummer
$4 – Treasure
           Equipment: Drums           
Quote

$2

If the Moral is Good or
better, +1VP.
 
Drums
$0 – Treasure – Moral - Equipment

Quote

$2

   If the Moral is Good or better, +1VP.   
Reveal the top Moral. Players
receive it at the start of their turn.
--------------------------------
When you gain a Treasure,
equip this.
   
Muster
$3 – Action - Moral

Quote
+3 Cards

If you have 3 or more cards in
play, reveal the top Moral. If
        it’s Good or better, +1 Villager.       

Players receive the Moral at
the start of their turn.

Exile this.
Jouster
$5 – Action - Moral

Quote
+1 Card
+1 Action

If this is the first time you played a
Jouster this turn, reveal the top
     Moral. Otherwise, +1 Buy and +$2.     

Players receive the Moral at
the start of their turn.


Drummer/Drums
Both are Treasures producing $2. Drummer is a Kingdom supply card that can be gained, whereas Drums is an Equipment card which is “taken” when the player gains a Treasure. Thus, taking Drums in a game can only be avoided when no Treasures are gained at all. On the other hand, it is not mandatory to gain a Drummer in order to get Drums. When Drums is played the player takes +1 VP if the actual Moral is Good or better. “Better” means High or Excellent. Then the player reveals the next Moral. This Moral is received at the start of each players turn until the next Moral is revealed. When a player plays a Drummer they can also get 1VP if the Moral is good enough.

Muster
Muster is a Smithy variant that is Exiled after being played. Muster reveals the next Moral only when at least 3 cards are in play at the time when Muster is played. If the revealed Moral is Good or better (i.e. High or Excellent), the player gets +1 Villager. In any case, the instructions of the Moral themselves are followed at the start of the turns and thus don’t matter when Muster reveals the Moral.

Jouster
Jouster reveals Morals only for the first time it is played during a player’s turn. All Jousters subsequently played in the same turn give +1 Buy and $2 instead.

Title: Re: Equipment, Cabinet and Moral
Post by: scolapasta on December 23, 2020, 01:20:02 pm
FWIW, I do like Equip better than take. (and your point on tracking is a good one, though in practice, I imagine you could use some sort of colored token).

A couple of points on these new cards:

• I think you might mean Morale instead of Moral. At least that seems to fit more with "If the Moral/Morale is good", etc.

Morale: the confidence, enthusiasm, and discipline of a person or group at a particular time.

Moral: a lesson, especially one concerning what is right or prudent, that can be derived from a story, a piece of information, or an experience.


• I think you can save text by removing the "Players receive it at the start of their turn"; as that is just the standard rule for these cards.
Title: Re: Equipment, Cabinet and Moral
Post by: Timinou on December 23, 2020, 01:39:03 pm
FWIW, I do like Equip better than take. (and your point on tracking is a good one, though in practice, I imagine you could use some sort of colored token).

A couple of points on these new cards:

• I think you might mean Morale instead of Moral. At least that seems to fit more with "If the Moral/Morale is good", etc.

Morale: the confidence, enthusiasm, and discipline of a person or group at a particular time.

Moral: a lesson, especially one concerning what is right or prudent, that can be derived from a story, a piece of information, or an experience.


• I think you can save text by removing the "Players receive it at the start of their turn"; as that is just the standard rule for these cards.

Agree on the name.  Morale would fit better.

I also agree that if the rules say that players always receive the Moral at the start of their turns, it doesn't need to be on the cards.

I think it could be a bit confusing to have Moral as the card type as well, but it doesn't bother me too much.

I don't know if you plan to have a card that would let you cycle through different Morals.  Jouster is pretty strong when stacked, but I think it would also be good to have an option to let you combo with Drums / Drummer.

I'm not sure I like the fact that in multiplayer games one player could receive High or Excellent, then the next one could get Low or Disastrous.

Just another minor comment - think Drummer and Drums would be less ambiguous if they said "Good, Excellent, or High" instead of "Good or better".
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 23, 2020, 01:51:49 pm
I’d use different background colours to differentiate the three levels.
Title: Re: Equipment, Cabinet and Moral
Post by: segura on December 23, 2020, 02:00:18 pm
I’d also put the frequency on the card, a small number in the corner or something like that.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on December 23, 2020, 03:45:09 pm
FWIW, I do like Equip better than take. (and your point on tracking is a good one, though in practice, I imagine you could use some sort of colored token).

I have played with similar versions of Drummer/Drums, Bowman/Quiver and with Kingsman and its 4 Equipment cards in real life, with each about 10 times with 3 players. It was really easy to do it the way I tried to present here.

A couple of points on these new cards:

• I think you might mean Morale instead of Moral. At least that seems to fit more with "If the Moral/Morale is good", etc.

Morale: the confidence, enthusiasm, and discipline of a person or group at a particular time.

Moral: a lesson, especially one concerning what is right or prudent, that can be derived from a story, a piece of information, or an experience.

Of course, I mean Morale. Funny thing is in German you use the same word for both, i.e. Moral. I was familiar with both English words, but wasn't aware of the difference. Thanks for this. Something I learnt today, I'll probably never forget.


• I think you can save text by removing the "Players receive it at the start of their turn"; as that is just the standard rule for these cards.

I wanted to be player friendly similar to some obvious text on some official cards, but since you and Timinou suggest to skip it, I will do so.


I think it could be a bit confusing to have Moral as the card type as well, but it doesn't bother me too much.

I just used it analogous to how Fate and Doom cards are labelled for receiving Boons and Hexes, respectively.


I don't know if you plan to have a card that would let you cycle through different Morals.  Jouster is pretty strong when stacked, but I think it would also be good to have an option to let you combo with Drums / Drummer.

I do not plan to have more Morale cards. I think it is better to keep their absolute number low, since if more than 1 (or 2?) are in a game, the Morale would change too often, which may become annoying. Ideally, the Morale cards shouldn't be able to change too often. I am not sure what you meant with the strengths of Jouster. It is designed for stacking, but only the first one reveals the next Morale.

I'm not sure I like the fact that in multiplayer games one player could receive High or Excellent, then the next one could get Low or Disastrous.

With the limited experience I have with Drummer/Drums, I can say that it worked very well in 3-player games. One important thing seems to be that the Morale doesn't change too often. It can even develop in a kind of team spirit were everyone hopes that the next Morale is better than the previous one or something like that. This is probably not ideal for high level competitive 2-player games, but in social multiplayer games the fun part is much higher than any drawback due to swinginess. Over a long run it balances out.

Just another minor comment - think Drummer and Drums would be less ambiguous if they said "Good, Excellent, or High" instead of "Good or better".

Yes, I mainly used the "or better" because of the limited space on Drums. Now that I delete the "players receive..." part, this shouldn't be a problem.

I’d use different background colours to differentiate the three levels.

I think the cards are already quite colorful. Labeling the cards with the type Morale should be enough and their text also tells the player to reveal the next Moral. It is basically the same principal as with Fate and Doom cards.

I’d also put the frequency on the card, a small number in the corner or something like that.

The frequency of the Morale cards may still change. In a first version I also had 2 single-copy Morale cards (which were stupid), but I may come up with better ones, or I may change the ratio of good versus bad Morales.



Finally, I have a question to all of you. For Drums I have used "...equip this". Is that correct? Or is it better to use "...equip with this"?

Thank you all very much for your help!
Title: Re: Equipment, Cabinet and Moral
Post by: silverspawn on December 23, 2020, 04:44:51 pm
equip this.
Title: Re: Equipment, Cabinet and Moral
Post by: Gubump on December 23, 2020, 09:28:36 pm
"Equip with this" is grammatically incorrect, so all of the Equipment cards should say "Equip this." I think it should also be a capitalized keyword a la Exile.
Title: Re: Equipment, Cabinet and Moral
Post by: LittleFish on December 31, 2020, 04:31:33 pm
Kingsman
$4 – Action
Equipment: Harp, Shield, Sword, Trumpet
Quote
+1 Action
Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat.

Take one of your set-aside
Kingsman’s Equipment cards.
I believe the part saying "Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat." are not important, due to them already saying to take those bonuses when a Kingsman is played. The way it is currently worded, you already get the bonus for playing kingsman without the clause
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on January 01, 2021, 05:06:22 pm
Kingsman
$4 – Action
Equipment: Harp, Shield, Sword, Trumpet
Quote
+1 Action
Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat.

Take one of your set-aside
Kingsman’s Equipment cards.
I believe the part saying "Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat." are not important, due to them already saying to take those bonuses when a Kingsman is played. The way it is currently worded, you already get the bonus for playing kingsman without the clause

I have thought about that. For the other Kingdom cards with a similar function (Truth, Tinker, Camp), I think it is better to have the instruction on the card. Then it would be consistent to also have it on Kingsman. It is not essential, but it avoids that the instruction is missed when a Kingsman is played. Also official cards have some instructions (though usually in parenthesis) that are not really required; they are more like a reminder. So, for now I will leave it there. Anyway, thanks.
Title: Re: Equipment, Cabinet and Moral
Post by: Carline on January 02, 2021, 02:17:32 am
I like very much the idea of Moral (or Morale), but I would like better if it would be the same for all players. One way I would like is to change the Morale at the start of each of the turns of the first player and have more cards like Drummer which are sensible to the current Morale.
Title: Re: Equipment, Cabinet and Moral
Post by: gambit05 on January 02, 2021, 03:24:14 am
I like very much the idea of Moral (or Morale), but I would like better if it would be the same for all players. One way I would like is to change the Morale at the start of each of the turns of the first player and have more cards like Drummer which are sensible to the current Morale.

Your suggestion is a quite a different concept of Morale as compared to my version. The active Morale would be fixed and cards that can profit from it (Drummer and Muster) would have a more central role, and as they are from Kingdom piles with 10 copies they may dominate the game much more. I am not saying that your idea is bad, but it would play out quite differently.

Do you think it would be more interesting or funnier to play with your version?