Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: forthemame on July 09, 2013, 04:00:07 am

Title: Fixing Dominion
Post by: forthemame on July 09, 2013, 04:00:07 am
Now that all the official cards have been released, I decided to re-evaluate the existing cards that I felt needed a change to make them more viable options.  As we all know, every card can be quite strong given the perfect kingdom, but the number of times Chancellor makes any sense to buy is few and far between.

I want to make subtle improvements to these weaker cards without changing their core functionality or cost.

This is just a first pass at some changes, so any and all input would be welcome.  We'll probably be rolling out these changes in our home games to see how they play out and adjust them as need be.


Quote
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.

Allows you to discard bad cards so that Pearl Diver doesn't become useless as soon as it hits an Estate.


Quote
Throne Room - You may choose an Action card in your hand. Play it twice.

Added "may" a la King's Court.


Quote
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.

Adding an action seems to really help overhaul this slow trasher.  Also allows you to buy an additional card when you initially buy the card so that you don't have to get upset next time you end up with $5 and your only Potion.


Quote
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).

The gained Silver can go in your hand if you'd prefer.  Adds a little bit of flexibility.


Quote
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.

Allowing you to discard 5 cards first helps a tad bit with drawing this card without a discard pile to look through.


Quote
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.

This still probably isn't enough to make Moat playable when there's no attack cards in the kingdom, but at least it's something.


Quote
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.

If you're good at tracking cards, you can weed through enough crap until you know there's a better mix of cards left in your deck, or simply keep going until you force a reshuffle anyway.


Quote
Coppersmith - You may gain a Copper putting it in your hand.  Copper produces an extra $1 this turn.

Adds an extra $2 in the event you really need it.


Quote
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.

Lets the Duchess player make the decision, a la Spy.


Quote
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.

Speaking of Spy, you can now put the card on the bottom of their deck in the event you wish to play multiple Spy's and don't want to get stuck looking at the same bad card on top of their deck.


Quote
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.

Removed the differently named card criteria.


Quote
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.

Removed the mandatory trashing.  Too many Gold, Province, Province plays burned me.


Quote
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.

Putting the best one card on your deck seems like a nice bump in usefulness.
 

Quote
Woodcutter - +$2;  +1 Buy or +1 Card

Slightly more flexible with the +1 Card option.


Quote
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;

Lets you sift through your deck a little easier.  The +1 Card at the end makes it a much different card.


   
Here's the rest of the cards I feel need an update, but I need more time to figure out what needs to be changed.

Scout - There's a huge thread on this.  +1 Card is an easy fix, but there's plenty of other interesting fixes available.  I'm not sure what's best at this point.

Contraband - Perhaps make it worth $1 if you don't want your opponent to choose what you can't buy?

Or maybe add the option to trash it for +$3 and +1 Buy to avoid the opponent restriction.

Cache - No idea yet.  Originally was thinking of a way to add them to your next hand, but a 7 card hand would probably be too strong.
 
Rats - Maybe when you trash it, you get +2 Cards instead of just 1?

Feast - Originally I thought of changing the gained card cost to "up to $6", but that may be too strong?

Explorer - Maybe add +1 Action, or how about you get 1 Gold for each Province revealed?

Adventurer - Maybe add +1 Action?  I have no idea how to make this $6 card playable.  This is the only card I really want to change the cost on.

Secret Chamber - No idea yet.  Hard card to tweak.

Develop - No idea yet.

Mandarin - No idea yet.  Weird card to tweak.

Saboteur - No idea yet.



Thoughts on any of the above changes?
Title: Re: Fixing Dominion
Post by: eHalcyon on July 09, 2013, 04:27:57 am
Pearl Diver change is interesting.  TR change is fine, of course.  I think there are others that could use similar housekeeping.

Bureaucrat doesn't need that change at all.  Worse, allowing it to gain Silver to hand pretty much makes Explorer obsolete.

Moat doesn't need to be better in a kingdom without attacks.  +2 cards, +$1 without a reaction should be costed at $3 at least, probably $4.

The Chancellor change would be really slow and annoying to play IRL, and really strong for good deck trackers.

If you make that change to Duchess, it has to gain the Attack subtype... and man, that's too strong.  Duchess is fine as it is.  You already get to have it for free (with Duchy buy).

Spy doesn't need to be slower...

Tribute becomes way too strong if you get to count duplicates.  Seriously way too strong.

IMO, Lookout is more interesting with the mandatory trashing.  Making it completely safe to play is just, ugh.

Vagrant was just fine as it was.  It's a $2 card!  The change is too good for $2.




Contraband is great the way it is.  If you don't want to get banned from something, just don't play it.

Cache is fine.  Rats is fine.  Explorer is fine!

Secret Chamber is fine because it only costs $2!

Develop is already really strong in many cases. (Edit: probably overselling here. But still, Develop has strong niche use cases and is generally OK on most boards just for Estate->Silver on deck.  It's fine as it is.)

Mandarin is fine.

Saboteur doesn't need a buff (already annoying), nor a nerf (already weak).




If I didn't mention it, it's still probably just fine.  I think the only cards that benefit from tweaking are Scout and Adventurer and *maybe* Chancellor (which is completely eclipsed by Scavenger), *maybe* Feast (barely has a niche at all).



Main thing -- $2 cards don't need buffs.  They cost $2 for a reason.
Title: Re: Fixing Dominion
Post by: pst on July 09, 2013, 04:30:54 am
I think most of these I think are perfectly fine as they are and don't need any boost. One card that I would have liked a boost for as well is Transmute, but for me, the thing to "fix" with Transmute is the weak effect of trashing treasures -- you normally don't want more Transmutes. It's nice that trashing treasures gives an action card for symmetry, and Transmute is the only action card guaranteed to be there, which I guess is the reason for the behaviour. So I'd prefer "Treasure card, gain an action card costing at most $3+P". Because of Transmute there always is. It could be $2+P as well, but $3+P is nice because it helps if you get the dreaded $2+P on a Familiar board.
Title: Re: Fixing Dominion
Post by: Grujah on July 09, 2013, 09:05:37 am
Spy can now make your entire one hand crap (by bottomdecking only victory cards during one shuffle) - which cards generally should do.

Counting house is interesting, rest - most don't need those changes. Duchess and Bureaucrat especially. Moat too. Woodcutters as well.
Title: Re: Fixing Dominion
Post by: brokoli on July 09, 2013, 10:11:49 am
The only cards I would change are Scout and Transmute. Maybe counting house too, but that is not absolutely needed.
For Scout, the +$1 is IMO the best change. +1 card makes it too strong.
For Transmute, maybe a benefit when trashing a curse ?
Title: Re: Fixing Dominion
Post by: KingZog3 on July 09, 2013, 11:12:53 am
It seems like you want to fix a lot of cards that you don't know how to play to their fullest. Explorer is amazing in certain games where you can gain Gold every turn. Also Silver into hand is WAY stronger than you think, which is why your bureaucrat fix is insane. Also, why fix things like Vagrant. It's just a card you buy if you can spare the extra $. It's $2, it's fine. People say Adventurer needs fixing, but it doesn't. There have been games where it's definitely worth the $6. Same as Expand. Usually not worth $7, but sometimes you just can't live without it.

Fixes like the "may" on Throne Room are good, but I already play with that anyway. It also only makes a difference in extremely rare cases.

Moat doesn't have to be playable. Playable means it's the center piece of your strategy. Moat is used to block attacks. You buy it if you're betting attacked a lot. That's how you play it. The extra $ is not needed.

Your Chancellor fix is ok I guess. It makes it stronger, so it would have to be $4, but it's very memory rewarding. Not that that's bad, but it can be not fun if one person is good at remembering their deck, while the other just wants to have a good time playing a game of Dominion.

The trashing on Lookout is good. That's the point of the card. You shouldn't be playing it near the end of the game unless you know what's coming next. The risk is what defines the card. Without it it's mostly just a regular trasher.

The extra Coppersmith copper is either too good, or gets in the way. If I'm running a tight deck (4 Copper 1 Coppersmith), that Copper is just a great way to ruin my deck.

+1 card on Woodcutter might actually make it worse. I may not play it as it risks drawing an action dead. It's weak yes, but really its a card just for the +buy.

Navigator is fine. The point is to check if the next turn is good or not. It's better than you think. Often you lose games because your turn with all the Villages and Smithys came too late. Navigator makes it come sooner.

Rats?! The beauty of Rats is that they a card only for TFB. Besides, 2 cards on trash is crazy good. That chages the card from simply replacing itself to actually keeping your hand size at 5 cards. Salvager a Rats for $4 and then have a 5 card hand again.

Cache, Contraband, Secret Chamber, Develop, Mandarin and Saboteur are good. Just because a card isn't always good doesn't mean it need fixing. There are situations for all of these cards where they are perfect for their price.

Scout might need some fixing. The +$1 suggested by brokoli seems the best.
Title: Re: Fixing Dominion
Post by: LastFootnote on July 09, 2013, 11:19:15 am
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.
Title: Re: Fixing Dominion
Post by: GeronimoRex on July 09, 2013, 11:27:48 am
I agree that the Pearl Diver buff is interesting... though I think it would make it too powerful for a $2, since spamming Pearl Divers would be able to do an amazing job cleaning up your draw pile.

Transmute is tricky. The symmetry and simplicity needs to remain. I often buy it as-is, since it allows trashing Estates for Gold in the early game. I think any buff makes it too powerful for its cost, but I like the cost. Even the self-gaining ability is okay, since it makes it easy to run down the Transmute pile without having to buy lots of potions. And if you have another trashing card that needs fodder, the extra Transmutes are great fuel for the trash.

Counting House
is an edge-case card in most instances. Not useful in most boards, but really fun to build a strategy around in the right kingdom. If I were going to buff it, I'd probably add a first line that says "Gain a Copper." That would guarantee at least one Copper in the discard pile, and it would slowly help power it up by adding coppers to the hand. Actually, I like that buff. Still an edge-case card, but makes it slightly more effective.

Coppersmith I like the idea of buffing, but I don't have any ideas that don't make it too powerful (e.g. adding +1 Card makes it too powerful -- too likely to have $6 or $8 on turn 3/4.) Maybe have it "You may gain a Copper." -- wouldn't help that turn, but would give the option of putting more Coppers in the deck if the player wanted more Coppers.

Bureaucrat, Moat, Chancellor, Duchess, Spy, Tribute, Lookout, Navigator, Woodcutter, Vagrant are fine as-is.

Feast would be purchased a lot more often if buffed... I'd make it "Trash this card. Gain one or two cards with a total cost up to $5." That would allow the option for pickups like Moat/Village -- not a big buff, and not helpful on all boards, but enough to make it viable. And/or add +1 Action so it's not a dead card when drawn with another terminal. Really frustrating to open Feast/Woodcutter on a Witch board only to have your Feast/Woodcutter collide on turn 3.

Adventurer -- I think recosting to $5 is the only thing that makes sense. The number of kingdoms where you would want Adventurer instead of Gold for $6 has got to be close to zero. Even at $5, there are many kingdoms where it would never be purchased. However, I think +1 Action is too much of a buff, even at $6, because once it's non-terminal, then it will often be better than Gold and will keep the deck cycling even with greening. Maybe it would have made sense at $7 with +1 Action, +1 Buy, in the Prosperity expansion. Then it becomes a big-money, late-game power card, which keeps with the spirit of Prosperity. No matter what, Adventurer is most effective in Prosperity games where you have the time to refine and raise the value of your treasure. Even as-is, Adventurer might make sense if you just changed it's set to Prosperity, so that having Adventurer on the board would add an additional 10% chance of it being a Colony board.

Scout -- if Scout got buffed, we'd need a new Scout. Gotta have something at the bottom of the pecking order to pick on. Forum entertainment value for Scout makes it valuable as-is.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 09, 2013, 11:28:46 am
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.
Title: Re: Fixing Dominion
Post by: StrongRhino on July 09, 2013, 01:08:22 pm
If it ain't broke, don't fix it.

But seriously, the only thing needing fixing is "you may" on Moneylender and TR.
Title: Re: Fixing Dominion
Post by: RTT on July 09, 2013, 01:18:35 pm
Why dont change Masquerade with you may trash a card from your hand if you have at least 2 cards in your hand
or something like that what stops the KC pin.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 09, 2013, 02:07:21 pm
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. Otherwise it's just Throne Room and Moneylender that need "you may", and I'd accept Scout and Adventurer as just being $2 and $5 cards respectively.
Title: Re: Fixing Dominion
Post by: Awaclus on July 09, 2013, 02:41:34 pm
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.
Title: Re: Fixing Dominion
Post by: forthemame on July 09, 2013, 02:43:12 pm
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.

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.
Title: Re: Fixing Dominion
Post by: LastFootnote on July 09, 2013, 02:49:36 pm
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!
Title: Re: Fixing Dominion
Post by: Drab Emordnilap on July 09, 2013, 03:00:00 pm
People always talk about Moneylender and Throne Room; what about Graverobber?
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 09, 2013, 03:06:37 pm
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.
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?
Title: Re: Fixing Dominion
Post by: achmed_sender on July 09, 2013, 03:08:37 pm
People always talk about Moneylender and Throne Room; what about Graverobber?

Because it's very rare that you want to play it, but neither expanding an action nor picking something out of trash. And often there won't even be something to pick up, so there's practically the "may" - just choose the trash-option with nothing to gain in it.

Brace yourselves - HoP-games-with-Silver-in-Trash-Edgecases are coming...
Title: Re: Fixing Dominion
Post by: forthemame on July 09, 2013, 03:14:28 pm
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.

These cards can still be niche/support cards, but some of these tweaks will let them be used in kingdoms that aren't otherwise suited to allow for them to be used effectively.  Saying you have to get better with the cards is like saying you have to be a better driver with your Pinto when racing in Formula 1.  There's limits to these cards, and pushing their usefulness baseline up, they become more viable without being too strong.

The Vagrant change (et al) is just me thinking out loud; I haven't playtested these to see the impact.  I'll refine things a bit first.
Title: Re: Fixing Dominion
Post by: eHalcyon on July 09, 2013, 03:14:44 pm
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.

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 don't think the Chancellor change is necessarily too strong -- it would just be really tedious to play IRL.  Depends on the players, I guess.  But I imagine many people would slow down to try to track their deck better, and then agonize over the current state of their deck as to whether they should flip over yet another card.

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.  The same thing can lead people to think that Pirate Ship is gamebreakingly overpowered.  Just to call out a couple:

Moat is plenty useful on a board with a strong attack.  This is especially true with more than 2 players, and with certain stacking attacks like Torturer.  Yeah it's weak without attacks, but not every card can or should be good all the time.

Duchess is gained free with Duchy.  If you never gain Duchess when you get a Duchy, it's probable that you are underestimating Duchess.  It can be useful for injecting a bit of extra money when you are heavily greening.

The official Lookout is already plenty useful as a non-terminal trasher.  It becomes a dead card in the late game, but that's a small price to pay for clearing out a bunch of your starting junk in the early game.

Contraband is great when there are many different cards you want, so that there isn't any one thing that an opponent can ban to wreck you.

Saboteur is often weak so it doesn't need a nerf.  At the same time, there are instances when it becomes very powerful (mostly when you can build an engine to play several every turn) so it doesn't need a buff either.



Keep in mind that there will always be cards that are weakest.  Even if you buff all of these, something will still be weak.  It's OK that some cards are less commonly purchased -- the neat thing is when you find those rare kingdoms where the "bad" cards shine.  Crazy draw engines where Coppersmith nets you $7+ on its own.  Engines making use of every card available where you pick up the pieces quickly via Contraband.  Develop chains!  Pretty much every card will shine once in a while.  You won't ever find those cases if you dismiss them out of hand.
Title: Re: Fixing Dominion
Post by: Asper on July 09, 2013, 03:25:04 pm
Remove the +1 Action from Rebuild. That's all for me.
Title: Re: Fixing Dominion
Post by: LastFootnote on July 09, 2013, 03:29:15 pm
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.
Title: Re: Fixing Dominion
Post by: Awaclus on July 09, 2013, 03:45:52 pm
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.

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.
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.

And there's always only one winning strategy: the one that wins, and it takes skill to know which one it is. If it is obvious that one strategy is superior to all the others, it doesn't take a lot of skill, but it does require a lot of skill to know, when to buy a weak card or when to ignore a power card, because those things are not obvious.
Title: Re: Fixing Dominion
Post by: forthemame on July 09, 2013, 04:44:51 pm
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.

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.
Title: Re: Fixing Dominion
Post by: scott_pilgrim on July 09, 2013, 05:03:17 pm
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.
Title: Re: Fixing Dominion
Post by: dondon151 on July 09, 2013, 05:10:58 pm
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.

Man, not every card can be the strongest card ever. I've made every card in your list work before, and I've probably played fewer games than you have. Wanting to fix things that ain't broke is a scrub mentality. You're going to get used to playing the doctored versions of your cards, and then when you play a game using non-variant rules, you'll find yourself relying on strategies that don't exist. You might also be inadvertently making some cards super overpowered (your version of Tribute is definitely way too strong).

I wouldn't mind having a cooler Transmute, Counting House, or Scout, but every other Dominion card has its place and is just fine as is. (And Transmute, Counting House, and Scout already have their own places.)
Title: Re: Fixing Dominion
Post by: jonts26 on July 09, 2013, 05:26:04 pm
At the end of the day, anyone can just do whatever they think is the most fun. If that involves a dominion variant where Pearl Diver is a must buy, or you can spend an action to pass your curses to another player or whatever else, sure why not. You are free to do whatever you want.

However, you came to this board talking about how to fix some cards which don't see much play. Now, in my opinion, and likely this is a common one from the people who frequent this board, cards which are often weak except on a small percentage of boards are just fine, good for the game, actually. In fact, I find it to be super rare that all the cards are going to be strong on a particular set up. And recognizing when a weaker card is going to shine brings a lot of fun to the table. I remember the first game where I got beat by counting house, and it was great. If every card was equally balanced (something which I think would actually be impossible) you don't get those games where something weaker shines through.

And there are other cards which will never really shine, but are often decent enough support cards, like pearl diver. And hey, support cards are needed, too. Even if they arent ever really exciting.

Now I'm not saying Dominion and every card in it is perfect, and there are probably tweaks that could be made to improve the experience, and well that's pretty subjective anyway, so there's no point in getting offended (OP and other's) when someone wants to try to change dominion to suit themselves better.

My only real advice to the OP is this: play a TON of games with the cards just as they are, looking for ways to make the worse cards shine, before you decide that they need a 'fix'.
Title: Re: Fixing Dominion
Post by: KingZog3 on July 09, 2013, 05:58:46 pm
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.

Actually, we don't care what you do. Really, we don't. We also aren't self centered, or think we're better than you. And we don't have to get over ourselves. I don't think anyone here is an annoying teen girl. You asked, we replied.

If you want, you could add +$20 to all the cards if you think that makes the game fun. If you want to make the changes, you can, because the point is to have fun. What we are saying is your changes, in terms of balancing ALL the cards, seem not great. For us that is. I like the cards as they are. The only card that is not bought in my play group is Counting House. I do buy it sometimes to have fun with a weird strategy, but otherwise its the only card that isn't used in some way or at some point. Even Chancellor is used. And we aren't bad players. All around 5500 on Goko, so we know how to play. But if you guys want to change something to make use the cards more, then go ahead. Have fun. We take out Goons because we don't find it fun. That's all there is too it. I'd rather enjoy myself without Goons than leave it in for the sake of the game. You do that too if you like.
Title: Re: Fixing Dominion
Post by: forthemame on July 09, 2013, 07:04:20 pm
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.
Title: Re: Fixing Dominion
Post by: eHalcyon on July 09, 2013, 09:00:51 pm
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.

Power wise, these ones are probably too strong after your changes:

Bureaucrat -- Gaining Silver to hand makes it worth ~$5.  If you really want it buffed, maybe offer a choice of topdecked Silver or +$1.

Moat -- Cards and money are (very roughly) comparable, so adding +$1 to Moat puts it pretty well on par with Smithy, a $4 card.  I really can't think of any change that works because Moat is all about the reaction, and sometimes that reaction just has no use on a board.

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).

Lookout -- Already decently fast trashing, doesn't need to be safer.  Again, I don't have a suggestion because Lookout is not that weak.  I use it often for early game trashing.

There are others I'm less sure about.
Title: Re: Fixing Dominion
Post by: ftl on July 09, 2013, 10:36:42 pm
A reasonable change to spy (and Scrying Pool!) would be to speed it up by taking the choice away. Donald X. eventually decided that Rabble was the right way to do top-deck attacks: "every player reveals the top [X] cards, discards the ones that match some criterion, and puts the others back on top". That way, one player doesn't have to sit there agonizing about decisions for themselves and three other people.

So a reasonable change to Spy or Scrying Pool would be to change the attacking part to "Every other player reveals the top card of their deck; if it is a Victory card or a Curse, they put it back on top, otherwise they discard it." Or you can make Victory cards and Curses and Coppers go back on top, or something. Or copy Rabble's wording and have actions and treasures discarded. It's not necessarily a change for balance, the power level would decrease a little, but it would be a change for faster play and less AP.
 
Title: Re: Fixing Dominion
Post by: SirPeebles on July 10, 2013, 01:02:02 am
I don't think anyone here is an annoying teen girl.

Whoa, that was uncalled for.
Title: Re: Fixing Dominion
Post by: rspeer on July 10, 2013, 01:20:25 am
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).

Whoa, a Tribute you can control? That's way too strong.

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.

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.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 10, 2013, 01:37:48 am
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.

And on the topic if it's a good idea to change so many things: it's probably not. If you change 20 cards at once, then you just get a completely different game. Maybe this is what you want, since then you get to learn what's "good" again, but if you haven't really learned how to use the existing cards yet, you might as well do that instead. It could be just as fun, and then you're learning the same game as the rest of us! You say that you don't like "niche" cards, but maybe you're underestimating the size of the "niche".

Some specific examples:
 - A lot of people think Counting House is just never good becasue they tried it like 3 times when it wasn't and then gave up. But there's actually a large proportion of time when it's actually good. Like any Colony game where you can't trash/cycle away your Copper.
 - I've started using Bureaucrat a lot more just recently, after playing thousands of games. In addition to being good in slogs, it's good in a lot of engines when your opponent greens before you. Like Rabble, it punishes early greening. Gain a Silver is worse than +3 cards for an engine, but the attack part is often just as good, so it works as a late add if the Silver gain doesn't hurt you that much.
 - In big draw engines where you can't/don't trash your Copper, Coppersmith is stupid-good. If you think this "niche" is too small, maybe you're not just missing out on Coppersmith, but a lot of good light-trashing engines that don't involve Coppersmith...
Title: Re: Fixing Dominion
Post by: UmbrageOfSnow on July 10, 2013, 02:29:09 am

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.

WHY YOU WANT +$ FOR MOAT? IS NOT GOOD ENOUGH AS PROCURED FROM RIO GRANDE GAMES? YOU THINK NEEDS IMPROVEMENT? THEN MAYBE YOU FIND JOB WITH JAY TUMMELSON! YOU HAVE DRINKS WITH DONALD X. VACCARINO, TRADE STORY OF MANY GAMES DESIGNED AND DETAILS OF SPIEL DES JAHRES!

OR MAYBE YOU NOT DO THIS. PROBABLY IS BECAUSE YOU NEVER DESIGN GAME IN WHOLE LIFE. YOU LOOK AT FINE AMERICAN GAME, THINK IT NEED CRAZY JUNK STICK ON ALL SIDES OF CARDS. YOU HAVE DISEASE OF BGG SCRUB, CHANGE THING THAT IS FINE FOR NO REASON EXCEPT BE DIFFERENT FROM COMRADE. YOU PUT CHEAP +CARD OF CHINESE SLAVE FACTORY ON ONE CARD, YOU PUT BAD +BUY OF AMERICAN MIDDLE WEST ON OTHER CARD, YOU PUT FRONT PISTOL GRIP ON SCOUT SO YOU THINK YOU ARE LIKE AMERICAN MOVIE GUY JOHN RAMBO. MAYBE YOU PUT SEX DILDO ON SECRET CHAMBER TO ENJOY MAKING SHAMEFUL TRAVESTY OF GAME OF DONALD X. VACCARINO, NO?

GAME IS FINE. YOU CHANGE IT, IT ONLY GET BORING AND YOU STILL NO HIT FOUR PROVINCE BY TURN SEVENTEEN. GO TO INTERNET, PRACTICE WITH MANY MATCH OF GAME, THEN YOU NOT NEED DUMB CRAP PUT ON BOTTOM OF CARDS.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 10, 2013, 03:44:29 am
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.
Title: Re: Fixing Dominion
Post by: Davio on July 10, 2013, 04:52:16 am
Regarding Saboteur, I don't think its main problem is the attack part, it's just that it doesn't provide any resources to the player playing the card, like Sea Hag. As printed, the card exists for the sole reason of hassling other players. Luckily, it's a usually a pretty crappy card, but when it's good it can really make games not fun anymore.

Build up, trash everything, build up again (or pile out), it just makes the game twice or three times as long for no good reason.

So I could live with a little bonus for the attacker in exchange for lessening the attack part to achieve two things: Make it 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.

Proposal:
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.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 10, 2013, 05:08:34 am
There are already plenty of top-card trashing attacks, Saboteur is interesting because it hunts for something to trash. +$1 wouldn't be so bad; the simplest fix would be making the opponent's gain mandatory, so they have to take a Copper when their Silver gets hit.
Title: Re: Fixing Dominion
Post by: dondon151 on July 10, 2013, 05:11:30 am
Dude, that is like, so amazing in engines.

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.

Every card is, by definition, a niche card. Some niches are bigger than others.

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.

You're always going to have weak cards. Say you make 20 of them stronger; you're still going to have another 20 that you'll almost never use because their roles have been displaced by the cards that you strengthened.
Title: Re: Fixing Dominion
Post by: brokoli on July 10, 2013, 07:35:35 am
but when it's good it can really make games not fun anymore.
False.
Saboteur games are part of the most interesting and fun games in Dominion, seriously.
Ok, it's my opinion. I love games where you have to change your initial plans. If your opponent destroy your deck, you have to "rebuild" it in a way that your deck is better defended.
And Sabs games are not so much longer, really.
Title: Re: Fixing Dominion
Post by: awildnoobappeared on July 10, 2013, 08:46:51 am
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)

I don't think the card would suffer at all if the attack portion of the card was removed, and remained the same otherwise.
Title: Re: Fixing Dominion
Post by: LastFootnote on July 10, 2013, 09:38:30 am
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.

But...isn't that even more swingy? When they trash a good card, you gain a good card. But when they trash a bad card, you gain a mediocre card. Right?
Title: Re: Fixing Dominion
Post by: Awaclus on July 10, 2013, 10:16:05 am
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.
Title: Re: Fixing Dominion
Post by: KingZog3 on July 10, 2013, 11:07:38 am
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.

I thought DXV said the in secret histories that the only reason it's an attack was to have a second attack in Alchemy.
Title: Re: Fixing Dominion
Post by: RTT on July 12, 2013, 03:06:29 am
having scrying pool as an attack also changes some reaction interaction (gain silvers with beggar, Horsetrader + Cards, SecretChamber)
also you cant then get it via squire if the attack is missing.
but I agree that the attack is extremly annoying and weak at the same time.
Title: Re: Fixing Dominion
Post by: dondon151 on July 12, 2013, 03:54:07 am
SP is not really a weak attack.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 12, 2013, 04:54:33 am
I think Scrying Pool's attack is quite important against non-mirrors; sure, an opponent's Scrying Pool can discard the junk card you left on top, but that assumes your opponent is going for Scrying Pools too. Against other strategies, especially without +buy, you often need the attack to slow down your opponent, so you have time to build. The attack itself isn't weak if you are playing many Scrying Pools per turn - with enough of them, you can discard Coppers, if you're likely to find something worse - so it's more comparable to Fortune Teller than Spy. It also combos with trashing attacks, such as Saboteur or Rogue, which become much stronger when you play them multiple times per turn with control over what's on their deck. You can turn Jester into Witch.
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 12, 2013, 07:36:25 am
I think Goons and to a lesser extent Margrave break the rule of having a strong attack on a card that you often don't buy for the Attack. I like the idea that with most other attacks, you go out of your way to be an attacker, so in friendly games you can avoid them and not really miss out on any crazy self tinkering you want to do. I'd like to be able to make a crazy Goons engine without rubbing it in everyone's face.

Scrying Pool's attack is not very strong but that's also definitely a card you don't buy for its attack.
Title: Re: Fixing Dominion
Post by: eHalcyon on July 12, 2013, 12:41:31 pm
I buy Margrave for the attack.
Title: Re: Fixing Dominion
Post by: Fragasnap on July 12, 2013, 03:13:01 pm
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!

If Saboteur was changed to give it some benefit for the player, the benefit should be inversely proportional to the detriment for other players.
What I'm saying is that if everyone trashes Provinces, you should be given less of a bonus than when everyone trashes Silver.
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 don't know what the benefit should be though.
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 12, 2013, 03:36:15 pm
I buy Margrave for the attack.

I usually do, but sometimes I just want the draw and the buy. It seems like Margrave without the attack would be a reasonable, if very boring, $5 card.
Title: Re: Fixing Dominion
Post by: Just a Rube on July 12, 2013, 04:00:31 pm
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.
Title: Re: Fixing Dominion
Post by: KingZog3 on July 12, 2013, 04:15:09 pm
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.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 12, 2013, 04:41:11 pm
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.
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 12, 2013, 05:31:14 pm
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
Title: Re: Fixing Dominion
Post by: KingZog3 on July 12, 2013, 05:35:24 pm
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.

Whatever, the point was the attack gets weak only because the top is +cards, meaning you play a lot of them.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 12, 2013, 06:20:22 pm
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

Marauder and Soothsayer are not strong without the attack. Non-attacking Oracle and Margrave are likely better.
Title: Re: Fixing Dominion
Post by: SirPeebles on July 12, 2013, 07:17:46 pm
Urchin belongs in Awful;  without attacks you could never gain a Mercenary.
Title: Re: Fixing Dominion
Post by: Powerman on July 12, 2013, 08:43:12 pm
There are some changes I think would help out, but none very drastic:

Counting House: +1 Action / +1 Buy / You may gain a Copper (Not sure which of the three would be best)
Scout:  Change it to 5 cards, let it take in curses as well
Adventurer:  +1 Buy / Reveal 3 treasures, put 2 in your hand (Not sure which)
Transmute:  +1 Action
Thief:  If no opponent revealed a treasure, +$1.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 13, 2013, 02:56:06 am
OK and unique: Bureaucrat, Pillage, Cultist, "Rogue" (really needs its attack to kickstart the non attack), Urchin/Mercenary
Cultist 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.
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 13, 2013, 04:26:24 am
OK and unique: Bureaucrat, Pillage, Cultist, "Rogue" (really needs its attack to kickstart the non attack), Urchin/Mercenary
Cultist 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.

There's the on trash, which is why I put it in that category, but it is pretty much just a worse lab.
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 13, 2013, 04:38:36 am
Quote
Marauder 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.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 13, 2013, 11:08:21 am
Quote
Marauder 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.
Title: Re: Fixing Dominion
Post by: Awaclus on July 13, 2013, 12:27:04 pm
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.
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.

EDIT: My posts and respects are the same numbers, but in a different order! Yay!
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 13, 2013, 03:35:02 pm
Quote
Marauder 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.

That's misleading though. You could similarly say Harem:Gold::Tunnel:Copper, and therefore Tunnel would cost $0 without its reaction.

Non attacking marauder can best be compared to using a Feast to gain a Cache. That sounds... horrible. Not ruins bad, but point taken.
Title: Re: Fixing Dominion
Post by: NoMoreFun on July 13, 2013, 03:50:27 pm
To get back on point though, I think Goons should lose the attack because it's a strong attack that has little impact on whether you want the card or not.

Scrying Pool's attack is fairly benign.
Oracle and Minion would probably be fine without their attacks but there's no other good thematic place for those attack effects and I'm glad they're there.
Margrave's attack effect is unique; it just doesn't seem quite right that the card's vanilla effect alone would make a good $5 for such a strong attack; the +buy could probably go. On the other hand, I like how playing multiple Margraves helps the opponent, and if not having the +buy there makes players hesitant do to this then it could stay.

Related to Margrave, Council Room could probably be bumped up to +5 cards. "Wash" effects benefit your opponent far more than you, since you had to go out of your way to buy the card. On a terminal this opportunity cost is even higher. I would think without the +buy, it would be worse than smithy and possibly a $3 card (if you open with doubles you'll get major terminal clash issues); the card's saving grace is in Megaturns and the fact that the +buy often finds itself very useful. Still, I think +5 cards would be more pronounced and competitive while not really being a must buy.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 13, 2013, 05:46:33 pm
If anything should lose its attack, it's Scrying Pool. The attack is pretty strong since usually SP decks have a lot of them. But since the counter to the SP attack is SP, it results in a lot of mirrors in which the attack just wastes a lot of time while not having a major impact.

Goons could lose the attack, but then it wouldn't be like "goons", so it might need a new name too...

And Council Room, well I think you're very wrong about this one. At first glance, CR without a buy is worse than Smithy since with 2 otherwise identical decks going head-to-head, the Smithy one would have an advantage, but the effect of cards goes beyond that. Say only one of the cards were in the kingdom. Smithy BM isn't strong enough to force BM games too often, but CR without a buy for less than $5 might be able to. It just has a much greater effect of shortening the game. So I think it would be pretty broken at a lower price point. CR with +5 cards also looks like it would be much too strong for engines. 5 cards is a lot. As long as you have a few villages, you're drawing your deck in no time. Real CR : Smithy :: 5-card-CR : Hunting Grounds.
Title: Re: Fixing Dominion
Post by: markusin on July 15, 2013, 07:35:59 am
Tribute? Maybe try

Tribute - Action - $5
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards. If a duplicate is revealed, then if it is an...
Action Card; +1 Actions; Treasure Card; +$1; Victory Card; +1 Card.

Too Wordy?
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 15, 2013, 08:19:28 am
Actually your second clause is technically equivalent to simply removing the "differently named" clause, since if I reveal two Golds, I revealed one differently named card, but two duplicates; each Gold is a duplicate of the other one :-D
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 15, 2013, 11:33:59 am
Or you could try:

"+$ 2; The player to your left names a card, then reveals the top 2 cards of his deck. For each card that is not the named card, if it is an..."

Early on, they will name Copper, and it will be the same as it is now. Later on, you can get some really big bonuses since you can get $2 + 2 other bonuses, but you can get blocked out from some key card like Nobles, and if they know what's in their deck, they have a reasonable chance of stopping you from getting too much. It also goes from synergizing with Spy to not, but I don't know if that was that great of a combo too often anyway.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 16, 2013, 03:48:27 am
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.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 16, 2013, 12:07:55 pm
^You must have not noticed that I added +$2...
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 16, 2013, 12:51:15 pm
Right you are. I think that probably makes it too strong, though, if your opponent plays an engine it's basically always Silver Village, and if they play BM it's on average terminal Platinum.
Title: Re: Fixing Dominion
Post by: HiveMindEmulator on July 16, 2013, 04:09:20 pm
^If they play BM, they can name Copper or Silver, and you can't get those bonuses, so again, it's about as strong as now. It's only stronger when they name a card that doesn't show up. This can allow you to get some pretty wildly strong bonuses, but only later in the game, when your opponent has a more varied deck.
Title: Re: Fixing Dominion
Post by: hockeysemlan on July 18, 2013, 06:13:46 am
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?
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 18, 2013, 08:12:25 am
To beat Rebuild in a non-mirror game, you need to build an engine quickly; normally your engine wants an attack to slow the game down to give it time to build, but the strongest attacks like Witch and Mountebank just don't hurt Rebuild enough. Discard attacks like Militia and Goons aren't a big deal because they just need to keep the Rebuild in their hand; maybe they even get to discard the green card they wanted to Rebuild. A random four-card hand against Minion is 20% less likely to contain a Rebuild, but a 20% slowdown for the Rebuild player may not be enough. Trashing attacks like Saboteur, Knights and Swindler can be strong against it, but as usual you need to play them often. Possession is very nice: in the hands of a Possessor, Rebuild is "+1 Action, gain a Province".

In the absence of a fast engine (with strong trashing, Poor House decks can come together really quickly, for example), a fast combo like Hermit/Market Square should win; unfortunately there aren't very many of those. Governor can be pretty fast, the Rebuild player normally won't want a lot of Silver, or have $4s to defensively trash, but nobody really understands Governor, definitely not me! As well as taking the lead, the Rebuild player will trash a lot of VP from the supply, so the presence of alt-VP is good, except for Duke which only helps the Rebuild player.
Title: Re: Fixing Dominion
Post by: LastFootnote on July 18, 2013, 09:15:22 am
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?

Rebuild's biggest weakness is that sometimes it works too hard.  ;D

I have a "house rule" that I use Shelters whenever Rebuild is on the board. I put "house rule" in quotes because I also do it when I create casual games on Goko.
Title: Re: Fixing Dominion
Post by: Warfreak2 on July 18, 2013, 09:23:35 am
I feel like making Rebuild terminal, while making it weaker, wouldn't weaken it to the point where it wasn't usually dominant - it would just be more boring. You would play straight Rebuild, rather than Rebuild/Scavenger or Rebuild/Horse Traders, and there would be less strategy involved.
Title: Re: Fixing Dominion
Post by: Asper on August 11, 2013, 08:57:24 am
Another thing i don't like, but not for balance issues, is that Black Market allows you to buy cards during your action phase. It just feels like that throws a lot of useful rules out of the window, and for no good reason.

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.
Title: Re: Fixing Dominion
Post by: achmed_sender on August 11, 2013, 10:35:25 am
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.
Title: Re: Fixing Dominion
Post by: pst on August 12, 2013, 01:25:58 am
I wonder what would happen if Rebuild didn't trash cards, but instead returned them to the supply. I think that would give the intended (?) effect without the rush.
Title: Re: Fixing Dominion
Post by: popsofctown on August 14, 2013, 12:18:01 am
There's this factor going on here, that, players who are really really good at the game find uses for weak cards, and intermediate players don't.  It's because if you don't have that super epic understanding of the game, [addbuyrule: don't buy Counting House] is going to work better than [addbuyrule: buy Counting House only if 3 +buy sources], or whatever inappropriate conditional way of picking up a card the intermediate player comes up with.  It takes a high level understanding of the game to improve on the "don't get it" buy rule. 

As someone once posted on the forums shortly after Hinterlands came out: "The best way to use Mandarin is to not buy it at all until you hit 30.  Then when you hit 30, only then do you look at Mandarin, think about how you might perhaps use it on that board, and then don't touch it until you hit 40"

So, when you're making a determination about whether a card is truly too weak, you should defer to the best player in the room, really. 

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. 
Title: Re: Fixing Dominion
Post by: Asper on August 14, 2013, 09:36:11 am
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.

It's kill the card, then :P
Title: Re: Fixing Dominion
Post by: Drab Emordnilap on August 14, 2013, 03:26:27 pm
The problem with "play with the weak kingdom cards" is then money just ends up being super good.
Title: Re: Fixing Dominion
Post by: popsofctown on August 14, 2013, 03:49:13 pm
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. 

Tribute could be helpful.  It's weak enough even to make the list in this thread, but it is a pretty powerful punishment for playing BM+X, +4 (cards or coins) is very powerful.  The Tribute player can also buy shitty alt VP cards like Harem to extend the game, extending the phase of the game where "Copper-Copper" doesn't flip too often.  That leads to a Tribute-Tribute mirror, but then you can improve on that by buying Oasis or what have you in order to screw with your opponent's Tributes.

There's also Jester, Oracle, Bureaucrat, Pirate Ship, Noble Brigand, Thief, Saboteur, Rogue(?), Cutpurse(?), to be used ass attacks for the engine player.  There's also probably some cards I'm forgetting.

And perhaps most importantly
Embargo man, Embargo.  So much you can do with that. 
Title: Re: Fixing Dominion
Post by: achmed_sender on August 14, 2013, 03:54:53 pm
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.
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.
Title: Re: Fixing Dominion
Post by: Polk5440 on August 14, 2013, 05:25:11 pm
Most cards that degrade the quality of dominion really are the high-power outliers, not the low-power outliers.

I second that!

Quote
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.

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.
Title: Re: Fixing Dominion
Post by: popsofctown on August 14, 2013, 06:33:36 pm
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.
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.
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.
Cutpurse has a pretty high likelihood of being too strong for the setup, but I will probably have a Library or something in there and maybe that would disincentivize it enough.  Cutpurse is also a lot weaker if the gap between a 4$ card and 5$ card is more narrow, and I imagine in such a setup that would be so.
But, yeah, that was what the question mark was for.

If my goal was to make a board where people were forced to use Counting House and Scout then I definitely would have a problem with BM+X ruling the board.
Title: Re: Fixing Dominion
Post by: markusin on August 14, 2013, 08:03:06 pm
Most cards that degrade the quality of dominion really are the high-power outliers, not the low-power outliers.

I second that!

Quote
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.

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.
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.

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.
Title: Re: Fixing Dominion
Post by: sudgy on August 14, 2013, 08:12:09 pm
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...
Title: Re: Fixing Dominion
Post by: popsofctown on August 14, 2013, 09:21:06 pm
Might be the best scout fix i ever saw posted.
Title: Re: Fixing Dominion
Post by: markusin on August 14, 2013, 10:32:34 pm
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...
Yeah, that should read "your next turn". I honestly think that would make Scout a bit more of a player.

It's that cantrip Scout we always wanted, but only on the duration turn, and it has the duration drawback of missing the reshuffle more often.
Title: Re: Fixing Dominion
Post by: StrongRhino on August 14, 2013, 10:47:20 pm
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...
it has the duration drawback of missing the reshuffle more often.
Except its scout, so it's actually a plus.

Kidding aside though, that is a cool concept, and theoretically fixes Scout well.
Title: Re: Fixing Dominion
Post by: markusin on August 15, 2013, 11:03:24 am
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...
it has the duration drawback of missing the reshuffle more often.
Except its scout, so it's actually a plus.

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.
Title: Re: Fixing Dominion
Post by: Asper on August 16, 2013, 09:55:46 am
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...
it has the duration drawback of missing the reshuffle more often.
Except its scout, so it's actually a plus.

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.

B-...b-but i-i like Chancellor...  :'(
Title: Re: Fixing Dominion
Post by: Stealth Tomato on August 16, 2013, 11:17:36 am
Chancellor is kind of like Woodcutter, in that it's been already fixed. That's why DXV printed Nomad Camp and Scavenger.

You could argue that Chancellor and Woodcutter exist to teach concepts. That's why they're in Base. They're simple, not terribly strong, but they do something useful in a way that causes you to consider the relative usefulness of certain benefits (+Buy, and getting to the next shuffle quickly). You don't want these cards to be complex, because then the lesson gets buried, and you don't want them to be overly strong, because then the lesson becomes "this card is really good!" rather than a lesson about the mechanics of Dominion as a whole.
Title: Re: Fixing Dominion
Post by: AJD on August 16, 2013, 12:52:32 pm
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.
Title: Re: Fixing Dominion
Post by: dondon151 on August 16, 2013, 01:15:57 pm
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.
Title: Re: Fixing Dominion
Post by: LastFootnote on August 16, 2013, 02:01:46 pm
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.

Unless that key card is non-terminal (Rebuild), neither is great for this purpose.
Title: Re: Fixing Dominion
Post by: dondon151 on August 16, 2013, 02:03:53 pm
I don't care about that. There's clearly a reason why people buy Chancellor or Scavenger at all.
Title: Re: Fixing Dominion
Post by: GendoIkari on August 16, 2013, 02:07:27 pm
Might be the best scout fix i ever saw posted.

Are you saying that he out-posted all the other Scout fixes?
Title: Re: Fixing Dominion
Post by: LastFootnote on August 16, 2013, 02:08:25 pm
I don't care about that. There's clearly a reason why people buy Chancellor or Scavenger at all.

Sure, it's to accelerate the improvement of their decks. Chancellor and Scavenger are great with stacks of non-terminals like Lab and Market, but I'd hardly call them "key cards".
Title: Re: Fixing Dominion
Post by: eHalcyon on August 16, 2013, 02:32:43 pm
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.

What is each card for?

I think they do both perform similar functions, with Scavenger performing them better.  If the purpose is to play a key card more often, Scavenger certainly does it better by putting that card right on top of the deck.  If the purpose is increased cycling/reshuffling, Scavenger does it pretty much just as well as Chancellor with a bonus of topdecking a good card.
Title: Re: Fixing Dominion
Post by: markusin on August 16, 2013, 03:40:54 pm
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 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.

Title: Re: Fixing Dominion
Post by: Wrclass on August 21, 2013, 08:57:38 am
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.
Title: Re: Fixing Dominion
Post by: Asper on August 21, 2013, 04:38:51 pm
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. ;)
Title: Re: Fixing Dominion
Post by: Wrclass on August 21, 2013, 05:38:47 pm
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