Pearl Diver - +1 Card; +1 Action
Look at the bottom card of your deck. You may put it on top of your deck or discard pile.
Throne Room - You may choose an Action card in your hand. Play it twice.
Transmute - +1 Action
Trash a card from your hand. If it is an… Action card, gain a Duchy; Treasure card, gain a Transmute; Victory card, gain a Gold.
+1 Buy when you buy this card.
Bureaucrat - Gain a silver card; put it in your hand or on top of your deck. Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).
Counting House- You may discard the top 5 cards from your deck. Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
Moat - +2 Cards; +$1
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Chancellor - +$2
If you have any cards in your deck, you may place the top card in your discard pile. Repeat until you wish to stop or you no longer have any cards in your discard pile.
Coppersmith - You may gain a Copper putting it in your hand. Copper produces an extra $1 this turn.
Duchess - +$2
Each player (including you) looks at the top card of his deck, and discards it or puts it back, your choice.
—
In games using this, when you gain a Duchy, you may gain a Duchess.
Spy - +1 Card; +1 Action
Each player (including you) reveals the top card of his deck and either discards it, puts in on the bottom of his deck, or puts it back, your choice.
Tribute - The player to your left reveals then discards the top 2 cards of his deck. For each card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards.
Lookout - +1 Action
Look at the top 3 cards of your deck. Put one on top of your deck. You may trash one of them. Discard the rest.
Navigator - +$2
Look at the top 5 cards of your deck. Either put them back on top of your deck in any order, or put one on top of your deck and discard the rest.
Woodcutter - +$2; +1 Buy or +1 Card
Vagrant - +1 Action
Reveal the top card of your deck. If it’s a Victory card, Curse, Ruins, or Shelter, put it into your hand, otherwise you may discard it.
+1 Card;
The Masquerade pin is rare enough, and contains its own counter (play Masquerade and they have to pass you a KC, a Goons, or a Masquerade), it doesn't need fixing; but the most elegant one would be that if you don't pass a card left, you don't receive one from the right.Sucks to be the player on your right.
I think my playgroup will go ahead and make minor tweaks to several of these cards despite most of the replies stating to otherwise leave them unchanged.
What? Perhaps you have misunderstood. Everyone chooses a card from their hand, and places it face down on the table, to their left, as per the rules. The only difference is now, you pick up a card to your right if you passed a card left. So the player to my right passes a card left, but I didn't pass one left so I don't take it; instead, the player to my left receives a card from their right, which turns out to not have been sent by me, but by the player on my right. Everyone either sends and receives one card each, or no cards each... what did you think would happen to the remaining card on the table that I wouldn't pick up?The Masquerade pin is rare enough, and contains its own counter (play Masquerade and they have to pass you a KC, a Goons, or a Masquerade), it doesn't need fixing; but the most elegant one would be that if you don't pass a card left, you don't receive one from the right.Sucks to be the player on your right.
People always talk about Moneylender and Throne Room; what about Graverobber?
The only card I would change is Scout. I would give it +$1. Most of these these suggestions are just you not being willing to get better with these cards. Not all cards should be powerhouses. Many of the cards you name are very cool as niche/support cards.
Just as an example, your Vagrant change would eliminate Mystic/Vagrant, one of Dark Ages' coolest combos.
If you find yourself needing to change more than 10 cards, you're probably mis-evaluating the cards. Not that many cards need fixing. Usually people who make these suggestions just end up making the cards more overpowered than they were underpowered. And often they also lose the elegance of simplicity.
Changes of yours that are ok: Pearl, Throne, Tribute, maybe Counting House and Lookout. The rest are worse than the printed cards, either because they make the card too strong or because they make it too complicated for a marginal change.
I'm curious about why people think this Chancellor change makes the card stronger. It looks marginally different to me. Either you want to discard your deck or you don't. There's no way of knowing what's beyond maybe the top 3-4 cards on your deck, and even that much is rare.
I think my playgroup will go ahead and make minor tweaks to several of these cards despite most of the replies stating to otherwise leave them unchanged.
What a shock!
I think my playgroup will go ahead and make minor tweaks to several of these cards despite most of the replies stating to otherwise leave them unchanged.
What a shock!
To put it a bit more gently -- it's quite possible that the reason you (forthemame) think that these cards are too weak is because of group think.
What? Perhaps you have misunderstood.Yes, that's what happened.
I'm surprised so many people feel these cards don't need any tweaking. Perhaps I'm wrong, but I've played many many games online and in person and many / most of the ones I list seem to be rarely used. It seems like there's only 1 or 2 winning strategies on most random kingdom combinations, and I've noticed these cards seem to be the culprits as they're rarely purchased consistently.No card is a strategy by itself. Except Rebuild and sometimes Jack of all Trades. If Saboteur isn't bought, it doesn't mean that the "Saboteur strategy is too weak", it means that the strategy which utilizes Saboteur isn't present on the board, and making Saboteur more powerful won't change the fact. If you improve Rats' on-trash benefit, it's still useless on boards without trashing, and if you make it good enough to be worth it with non-TFB trashers, it becomes completely dominating the games with TFB trashers.
It'll take a lot of playtesting to fully balance, but I think my playgroup will go ahead and make minor tweaks to several of these cards despite most of the replies stating to otherwise leave them unchanged.
I think my playgroup will go ahead and make minor tweaks to several of these cards despite most of the replies stating to otherwise leave them unchanged.
What a shock!
To put it a bit more gently -- it's quite possible that the reason you (forthemame) think that these cards are too weak is because of group think.
Actually, I just find it funny/sad when somebody's like, "What do you think of these changes?" Then the community is like, "Those changes are bad!" Then the person almost always says, "I'm going to make these changes anyway!"
My point is, if you're just posting to get vindication, rather than looking for actual critiques, don't bother posting.
If they work for us, then who cares what you think. Get over yourself.If you don't care what we think, then why did you bother posting?
Regardless of what you think, the cards simply aren't being bought and used effectively when I play online and in person. I'm going to change the cards I play with a bit to help with that when I play in person. If they work for us, then who cares what you think. Get over yourself.
Regardless of what you think, the cards simply aren't being bought and used effectively when I play online and in person. I'm going to change the cards I play with a bit to help with that when I play in person. If they work for us, then who cares what you think. Get over yourself.
If they work for us, then who cares what you think. Get over yourself.If you don't care what we think, then why did you bother posting?
The thing is, the people who posted here are trying to be helpful and show you why they do/don't think your changes will make Dominion a better game, because by posting, you implicitly asked for them to do that. If you're going to ignore their advice anyway, then there wasn't much point in posting this thread.
Anyway, most of the card you mentioned are weak, but not so much so that they need changing. I think it would be disappointing if you found a game where a normal Bureaucrat could have been awesome for whatever reason, but everyone is getting them anyway because gaining Silver to hand is so good. And there are some minor variants you could make that probably wouldn't hurt the game at all, but if you buff all the weak cards until they're not weak, then you just get a new batch of weak cards that get ignored. Maybe that makes for an interesting metagame, if that's what you're going for, but I can understand why the general consensus of the people here think it's a bad idea. It's impossible to perfectly balance all the cards in the game, you might as well just settle for DXV's attempt.
If they work for us, then who cares what you think. Get over yourself.If you don't care what we think, then why did you bother posting?
The thing is, the people who posted here are trying to be helpful and show you why they do/don't think your changes will make Dominion a better game, because by posting, you implicitly asked for them to do that. If you're going to ignore their advice anyway, then there wasn't much point in posting this thread.
Anyway, most of the card you mentioned are weak, but not so much so that they need changing. I think it would be disappointing if you found a game where a normal Bureaucrat could have been awesome for whatever reason, but everyone is getting them anyway because gaining Silver to hand is so good. And there are some minor variants you could make that probably wouldn't hurt the game at all, but if you buff all the weak cards until they're not weak, then you just get a new batch of weak cards that get ignored. Maybe that makes for an interesting metagame, if that's what you're going for, but I can understand why the general consensus of the people here think it's a bad idea. It's impossible to perfectly balance all the cards in the game, you might as well just settle for DXV's attempt.
I care to change the cards and would like input on how to do it. The suggestion that changing the cards is pointless because they have a niche use doesn't help the overall goal to make these weaker cards viable as non-niche-only cards.
Regardless of anyone's opinion on whether or not to make the changes, it's going to happen as we feel the need to compensate for stale kingdoms with several of these cards. I care about everyone's opinion on how to better these cards, which is why I posted. Telling me I need to learn how to play better isn't really going to fix any of the issues at hand.
I don't think anyone here is an annoying teen girl.
Tribute -- Counting duplicates, you pretty much always get an effect which is worthy of a $6 cost. How about revealing 3 cards and you get to choose which 2 to count (still no duplicates).
Do you really think the Tribute change is OK? It seems too powerful to me. I mean, I guess it is checked by the inherent unreliability -- maybe I just want cards but I keep getting coin instead -- but counting duplicates just makes all possibilities so strong. +$4, +4 Cards, or +$2 and +2 cards... all are great and worth more than $5. I am discounting the effect of Curses and actions though.I guess it's probably too strong when you hit 2 Coppers early. But otherwise it doesn't matter that much, so it's probably okay. Goes from being weak to being strong early, but I don't think it's ridiculous. Maybe it is though. Haven't tried it.
No card is a strategy by itself. Except Rebuild and sometimes Jack of all Trades.No card is ever a good strategy by itself. Sometimes simple seems good because you beat people doing something too complicated that they don't do it right, but if you buy just 1 kind of card, most of the time you're doing it wrong. Exceptions might be terminal draw cards, since sometimes the risk of dead-draw outweighs the other benefits of adding different cards.
I agree that most of the proposed changes are examples of RIFLE IS FINE (http://3.bp.blogspot.com/_2MO1EdH1IYE/TUN5cP8-3HI/AAAAAAAAAU0/Or97tyWZIPU/s1600/Rifle+is+FINE..JPG). Lookout burned you too many times? That should be a reason to learn when not to play it in future games, not to change the card into one that doesn't burn you.
Bureaucrat -- Gaining Silver to hand makes it worth ~$5. If you really want it buffed, maybe offer a choice of topdecked Silver or +$1.Bureaucrat gains a Silver because bloating your deck with Silver is an effective way to stop you from playing five Bureaucrats every turn, which would be an easy-to-set-up pin.
I care to change the cards and would like input on how to do it. The suggestion that changing the cards is pointless because they have a niche use doesn't help the overall goal to make these weaker cards viable as non-niche-only cards.
Regardless of anyone's opinion on whether or not to make the changes, it's going to happen as we feel the need to compensate for stale kingdoms with several of these cards. I care about everyone's opinion on how to better these cards, which is why I posted. Telling me I need to learn how to play better isn't really going to fix any of the issues at hand.
but when it's good it can really make games not fun anymore.False.
Saboteur - $5
Each other player trashes the top card of their deck and may gain a card costing at most $2 less than it. You may gain a card costing up to $3 more than it that is not a Victory card.
The idea here is more important than the specifics of the card: Still have opponents trash cards, but they can now sometimes be Coppers or Curses and let you gain something based on what they trashed.
The one card I'd fix more than any other is Scrying Pool. It's not that it's so good it breaks the game, it's just that the spy attack adds nothing of value to the card and slows the game down to a crawl especially when you're chaining them (and for what, you get to leave a single junk card on their deck which they discard with their own SP)The point is not to leave a junk card on their deck, the point is to skip their good cards. Which makes it a little swingy, because sometimes it skips five Scrying Pools and sometimes there's an Estate on top of the deck already. Though I agree that it didn't really need the attack.
The one card I'd fix more than any other is Scrying Pool. It's not that it's so good it breaks the game, it's just that the spy attack adds nothing of value to the card and slows the game down to a crawl especially when you're chaining them (and for what, you get to leave a single junk card on their deck which they discard with their own SP)The point is not to leave a junk card on their deck, the point is to skip their good cards. Which makes it a little swingy, because sometimes it skips five Scrying Pools and sometimes there's an Estate on top of the deck already. Though I agree that it didn't really need the attack.
Now of those changes, I vaguely approve of adding +1 Action to Transmute. Then maybe it's not so bad that one of its effects gives you more Transmutes; at least they're nonterminal. The +Buy on buy is unnecessary in that case, though. The possible drawback is that it detracts from the glorious one game in a thousand where you win because you bought Transmute.I do not approve. A nonterminal Transmute might make Transmute>Duchy rushing a thing-- which would be hilarious, mind you, but not very fun.
So I could live with a little bonus for the attacker in exchange for lessening the attack part to achieve two things: Make [Saboteur] a decent option in more (random) kingdoms and not let the games where it's now great get out of hand an last unnecessarily long.I personally love Saboteur, even if Saboteur-wars take so much time. Knights take a lot of time too and they're actually decent cards!
Saboteur | Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards. If no cards costing $5 or more were trashed this way, ... | $5 ACTION - ATTACK |
I buy Margrave for the attack.
Note that Margrave's attack is one of (the only?) attacks in the game that anti-stacks. That lets it get away with having a strong non-attack bit, b/c you are less happy to play a bunch of them in a row. I may draw up my entire deck, but I can pretty much guarantee that you will start your turn with everything you need for your engine to kick off as well.
Compare torturer, which would be vastly weaker without the +3 cards making it easy to set off a torturer chain.
It's not that it can get away with a strong top part. It's that you want to draw your deck, but you nullify your attack when you do. Giving it something else like +$2 and +buy would also probably be a $5 card, but in a way stronger, because it's harder to play a lot of them.Without the +buy, that would be strictly worse than Militia; +1 buy isn't going to turn it into a $5 card.
It's not that it can get away with a strong top part. It's that you want to draw your deck, but you nullify your attack when you do. Giving it something else like +$2 and +buy would also probably be a $5 card, but in a way stronger, because it's harder to play a lot of them.Without the +buy, that would be strictly worse than Militia; +1 buy isn't going to turn it into a $5 card.
Quick thought experiment:
The attacks, without attacks
Useless: Thief, Hag, Saboteur, Pirate Ship, Sir Michael
Awful: Noble Brigand, Familiar, Sir Vander, Sir Martin, Young Witch
Outclassed/Overpriced: Every other attack not mentioned including Spy (worse than ironmonger)
OK and unique: Bureaucrat, Pillage, Cultist, "Rogue" (really needs its attack to kickstart the non attack), Urchin/Mercenary
Possibly Worth Buying: Taxman, Oracle, Margrave
Strong Cards: Marauder, Scrying Pool, Minion, Soothsayer, Goons
OK and unique: Bureaucrat, Pillage, Cultist, "Rogue" (really needs its attack to kickstart the non attack), Urchin/MercenaryCultist without the attack is just Laboratory with a nerf. Once the ruins are gone, you only buy Cultists if you already have a bunch of them to connect with, or to end the game.
OK and unique: Bureaucrat, Pillage, Cultist, "Rogue" (really needs its attack to kickstart the non attack), Urchin/MercenaryCultist without the attack is just Laboratory with a nerf. Once the ruins are gone, you only buy Cultists if you already have a bunch of them to connect with, or to end the game.
Marauder and Soothsayer are not strong without the attack. Non-attacking Oracle and Margrave are likely better.
QuoteMarauder and Soothsayer are not strong without the attack. Non-attacking Oracle and Margrave are likely better.
Marauder is pretty much: Gain a dead card and a gold that misses a reshuffle. As long as you can keep playing the marauder it strikes me as a decent option for $4.
Soothsayer would be just "Gain a gold" for $5 (the CR effect is tied to the curse), which most certainly isn't weak and would be very cost appropriate.
I rarely use oracle, but non attacking oracle would hold up OK compared to the attacking version.
Non attacking Margrave is good but unremarkable.
Marauder without the attack would be terrible. To borrow AJD's analogy idea:Yeah, it's terrible. But it's much better than Abandoned Mine, though; I would have a hard time deciding if or not I want to trash it with Chapel.
non-attacking-Marauder : Abandoned Mine :: Bandit Camp : Bazaar
Note the latter 2 have the same cost.
QuoteMarauder and Soothsayer are not strong without the attack. Non-attacking Oracle and Margrave are likely better.
Marauder is pretty much: Gain a dead card and a gold that misses a reshuffle. As long as you can keep playing the marauder it strikes me as a decent option for $4.
Soothsayer would be just "Gain a gold" for $5 (the CR effect is tied to the curse), which most certainly isn't weak and would be very cost appropriate.
I rarely use oracle, but non attacking oracle would hold up OK compared to the attacking version.
Non attacking Margrave is good but unremarkable.
Soothsayer without the attack would be $5 and be okay for adding money to your deck. But it wouldn't be "strong". It would match your description of Margrave: "good but unremarkable". A card with good draw and a buy contributes a lot to an engine, is still useful in big money, and would probably be better than Gold-gaining more often than not.
Marauder without the attack would be terrible. To borrow AJD's analogy idea:
non-attacking-Marauder : Abandoned Mine :: Bandit Camp : Bazaar
Note the latter 2 have the same cost.
Early on, they will name Copper, and it will be the same as it is now.No it won't, it will most likely be a terminal nothing, followed by Moat, and very rarely Hunting Grounds, but an opponent with good deck tracking may know their Estates are coming up and you get a terminal Silver instead.
The only cards I tweaked with my gamegroup would be Scout and Rebuild..
Seriously. Why do Rebuild have that extra action? It takes it from being insanely strong too be strictly overpowered and unfun in non-DA games. I mean, there's absolutely no risk in throwing in one or two rebuilds in your deck. If it would be terminal you still have to choose it before the other terminal you wanted. Either I missed out something or DXV did, and it's more likely I did... So, what is rebuilds weakness?
Maybe one could fix Rebuild by not allowing players to name a card, don't know. Just plain kill the card, if nothing else works out. I wouldn't miss it.
Maybe one could fix Rebuild by not allowing players to name a card, don't know. Just plain kill the card, if nothing else works out. I wouldn't miss it.
I strongly disagree. The naming part makes the card stronger, yes, but it adds a certain amount of skill. Without the naming part, Rebuild is less strong (still strong!) but also very random. This would suck very hard in any mirror.
The problem with "play with the weak kingdom cards" is then money just ends up being super good.Even if one of those weak kingdom cards is Noble Brigand? I would want money to be good sometimes, but to be counterable. There's enough weak attacks, I think, to at least require a big money strategy to carefully choose some reactions to compete with an engine.
Most cards that degrade the quality of dominion really are the high-power outliers, not the low-power outliers.
If you wanted to make changes regarding the weaker cards, it'd be better to nerf high power cards and let them get stronger as a result, or to experiment with different rules regarding what gets included in the kingdom and what doesn't. If you want to see Counting House induce more variety in the game, then give it a 30% chance of appearing in addition to the other 10 cards, Counting House is good in like 3% of the games it appears in so you'll get your 1% shakeup. I'm actually quite interested in the prospect of a Dominion variant that includes nothing but weakish cards, and a large number of them, I think it would create lots of decision intensity. Stuff like Bureaucrat, Harem, and such, and unpopular engine cards like Walled Village and Council Room.
The problem is, many of the cards you listed that could be great in the "weak cards game", won't be enough weak to do it there.I think you are misinterpreting my desired power level. My goal is not at all to stick to cards that are so weak that Scout, Coppersmith, and Counting House are forced to see play. It is to make a board that does not have any "must have"s.
Oasis isn't weak, but this wasn't intentional by you I suppose. Cutpurse, Jester, Oracle and maybe even Tribute I wouldn't think about putting them into such a setup. And Embargo isn't at all weak, WW may agree with me.
Yeah I enjoy playing this way too. When we would play IRL, we'd often start with a random kingdom (or like, veen distribution of sets we own), then maybe swap out a card or two for a card that looks more interesting for that board.Most cards that degrade the quality of dominion really are the high-power outliers, not the low-power outliers.
I second that!QuoteIf you wanted to make changes regarding the weaker cards, it'd be better to nerf high power cards and let them get stronger as a result, or to experiment with different rules regarding what gets included in the kingdom and what doesn't. If you want to see Counting House induce more variety in the game, then give it a 30% chance of appearing in addition to the other 10 cards, Counting House is good in like 3% of the games it appears in so you'll get your 1% shakeup. I'm actually quite interested in the prospect of a Dominion variant that includes nothing but weakish cards, and a large number of them, I think it would create lots of decision intensity. Stuff like Bureaucrat, Harem, and such, and unpopular engine cards like Walled Village and Council Room.
This is why I enjoy non-uniform random games like subbing out certain cards, drafting cards in person, veto mode, building your own kingdom, etc. A lot of those "other" cards actually get more play, and you can get more varied games because the strategy-dominating cards aren't on the table as often.
While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:
Scout
--------
Action - Duration - $4
+1 action
Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Yeah, that should read "your next turn". I honestly think that would make Scout a bit more of a player.While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:
Scout
--------
Action - Duration - $4
+1 action
Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Ooh, I do it at the start of the turn I play it? Excuse me while I go in my time machine...
Except its scout, so it's actually a plus.it has the duration drawback of missing the reshuffle more often.While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:
Scout
--------
Action - Duration - $4
+1 action
Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Ooh, I do it at the start of the turn I play it? Excuse me while I go in my time machine...
You know what, I considered that. That possibly can be a plus at times. See, Scout should still kinda suck, maybe even Chancellor Suck, but it doesn't have to Scout suck.Except its scout, so it's actually a plus.it has the duration drawback of missing the reshuffle more often.While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:
Scout
--------
Action - Duration - $4
+1 action
Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Ooh, I do it at the start of the turn I play it? Excuse me while I go in my time machine...
Kidding aside though, that is a cool concept, and theoretically fixes Scout well.
You know what, I considered that. That possibly can be a plus at times. See, Scout should still kinda suck, maybe even Chancellor Suck, but it doesn't have to Scout suck.Except its scout, so it's actually a plus.it has the duration drawback of missing the reshuffle more often.While we're on the subject, here's a radical modification to Scout: make it a duration! Scoutpost:
Scout
--------
Action - Duration - $4
+1 action
Now and at the start of your turn: Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Ooh, I do it at the start of the turn I play it? Excuse me while I go in my time machine...
Kidding aside though, that is a cool concept, and theoretically fixes Scout well.
Chancellor is kind of like Woodcutter, in that it's been already fixed. That's why DXV printed Nomad Camp and Scavenger.
It depends on what you think Chancellor is for. If your goal is to play a key card more often, they both do the same thing, but Chancellor much less reliably.
Might be the best scout fix i ever saw posted.
I don't care about that. There's clearly a reason why people buy Chancellor or Scavenger at all.
Chancellor is kind of like Woodcutter, in that it's been already fixed. That's why DXV printed Nomad Camp and Scavenger.
Eh, Scavenger isn't really a fixed Chancellor. Scavenger's relationship to Chancellor is like Scrying Pool's relationship to Spy: it does the thing, yeah, but it's not really what the card is for.
I like Chancellor too! It's just, gosh that lucky Chancellor is elusive. Very elusive. And Scavenger isn't all it's hyped up to be either. It's hard to topdeck cards for use mid turn, and the top decking doesn't change the fact that it's not a card you want for every deck. It can be good for IGG rushes or Duchy slogs or something, but it gets in the way when you're trying to trim your deck with terminal trashers. The top-decking effect can even work against you when you only have weak cards in the discard (say due to use of sifters) and don't want to use the discard effect.You know what, I considered that. That possibly can be a plus at times. See, Scout should still kinda suck, maybe even Chancellor Suck, but it doesn't have to Scout suck.
B-...b-but i-i like Chancellor... :'(
I'm perfectly happy with Dominion the way it is. It has some faults, like the KC-Goons-Masquerade pin, but those things make the game more interesting. Even scout is great when you play on a board that has six alternate VP cards, not counting colony. Thief has already been fixed by Noble Brigand and Golem/Counting House Combos are one of my favorite things about Dominion. So every card has its place, just some show up there more than others.
I'm perfectly happy with Dominion the way it is. It has some faults, like the KC-Goons-Masquerade pin, but those things make the game more interesting. Even scout is great when you play on a board that has six alternate VP cards, not counting colony. Thief has already been fixed by Noble Brigand and Golem/Counting House Combos are one of my favorite things about Dominion. So every card has its place, just some show up there more than others.
Even thief is great when you play on a board that has six alternate treasure cards, not counting platinum. ;)
In that case thief is better than Noble Brigand