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Dominion: Guilds Previews / Re: Looking to the future: The Guilds
« on: August 20, 2012, 02:28:47 am »If the always-out design is used, the guild should be an optional effect that requires some cost to activate. For example, if the Toastmaster's guild is in play, then at the beginning of each turn, you may discard a copper to receive the toastmaster's guild effect for the rest of your turn.
Edit: I really like this idea. If Guilds doesn't do this, I might try to do a fan expansion implementing this mechanic.
I would be more appreciative of "applies to all cards" effects if it was done like this -- applying to everyone, with an activation cost.
Also, I would suggest this as a basis for a future mini-set design contest. In another thread we talked about how official expansions are often fairly groundbreaking (e.g. introduction of Durations, Potions, Ruins). The in-progress set doesn't do that because we can't exactly introduce a whole new mechanic via individual submissions. This would be a very interesting mechanic to explore as a community. Of course, if Guilds doesn't do something like it, we'd need to come up with a name for it besides Guilds.
Come to think of it, this would be a super-easy fan expansion for people to actually use, too. Since the guilds cards don't go in the deck, you don't have to worry about how to actually fabricate the fan cards for play. You could just print out the guilds (or whatever we call them), and then set the selected guild next to the kingdom piles for reference.