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26
The Bible of Donald X. / The Secret History of Dominion: Allies
« on: March 11, 2022, 01:57:54 pm »
The year was 2020. Menagerie was coming out soon, and I had a lot of non-Dominion projects in motion. I was playing games with friends two nights a week. Eating in restaurants. Walking past strangers on the sidewalk without a care in the world.

When the pandemic hit, at first I just didn't work on games. I wrote some stories and novellas. Eventually my daughter Natalie started playing games with me. At the same time I typed up a few Dominion cards, in case external playtesters could somehow playtest them. One day in May I set up Dominion, which Natalie'd been resisting trying, and we played it and nothing bad happened. So after that, we played it a bunch. So I worked on an expansion! That's how they get you.

At first it was just some random cards. Ideas that we could totally test. I tried a few new VP token cards, maybe I'd revisit those (spoilers: those cards all left). I tried several new Victory cards; maybe I'd revisit that theme (I did not). And you know, just tried whatever cards I thought of. In June I tried out Favors: tokens that varied from game to game. I also tried some new Reserve cards, but Reserve cards overlapped heavily with Favors. And in July I tried a split pile with 4 different cards in it and away we go. There was also another new kind of landscape; I liked it but can only fit so much into one expansion.

The Favors / Liaisons always worked the same way. Initially nothing cost more than one Favor per use, and there wasn't anything that cared how many Favors you'd stacked up, or put them on piles. I gradually made more Liaisons and more Allies, and looked for less straightforward things they could do.

The split piles originally had a variety of mechanics to ensure that you could somehow get through the pile to the cards you wanted. Some piles had every card able to upgrade to a card from the pile, just like how Acolyte does. Two piles tried having the top card gain a card from the pile; two piles, including one of those, tried having the top card able to trash cards from its Supply pile. One pile had no trick but was all villages. In the end we have rotation. It gets you through the pile, provided that someone gets the top card. The upgrading and Lurker-ing meant we didn't get to play with cards from the piles as much, and the gaining was crazy. The first version of rotation just moved one card; then it got the word "rotate" and did what it does.

I had tons of cards. I took out a lot of cards, based mainly on what fit the set best; they are waiting around in case they get to be real boys someday. I ended up with two minor themes: choose ones and recursion. Late in the going I scrapped two split piles, which let me fit in three regular piles (which all ended up being cards from split piles), plus an ally.

Natalie only tested with me for so long. Matt Engel pushed playtesting on Tabletop Simulator, and we did some of that. Eventually dominion.games started adding cards in a secret version, so some people got some playtesting in there. And one day I knew enough vaccinated people that game nights resumed, hooray. And we went back to restaurants, but I still walk into the street to avoid people on the sidewalk. That part had a certain charm, I don't know what to tell you.

* On to the cards! *

Augurs: The first split pile. It sold the concept; the pile was fun. Herb Gatherer was very briefly a choose-two. Acolyte was briefly a Lookout variant where you draw the cards, ala an Adventures outtake; then for a long time it was the final card but with the upgrading removed, when I removed it everywhere else. Sorceress had its wording messed with but stayed basically the same. There was a big choose-two where Sibyl is, but it almost immediately became the final Sibyl.

Barbarian: An outtake from Dark Ages! Some guys from dominionstrategy.com briefly playtested Dark Ages (theory, rrenaud, and Captain Frisk, hey guys), and were aghast at how easy it was to lose a Duchy. I decided to scale back the quantity of Duchy-trashing, and took this card out. It was the same except it gave out a Ruins instead of a Curse. Well, I always liked it, and here it is at last. It also tried out for the Clashes pile, but I preferred it as its own pile.

Bauble: Didn't change, but did try out for being the top card of a split pile.

Broker: An old idea, finally realized with help from Favors. It seemed like it could get a wording that just explained the "once per $1 the trashed card costs" bit once and then listed the bonuses, "+1 Action; +1 Card; +$1; +1 Favor." But after confusing people, in the end it got a fully spelled out list of options.

Capital City: Originally you played a card, and got +1 Card per +$1 it gave you, and +$1 per +1 Card it gave you. There are some tricky things here, but also some combos where it goes nuts. Letting you pay $ for Cards and Cards for $ is kind of similar without those combos and without being a Throne Room. I had other Throne Rooms. It was "up to 3" before I locked it in at "2."

Carpenter: An outtake from Empires, sans the +1 Action. The +1 Action helps! Started out here in a split pile.

Clashes: Battle Plan and Territory started out like they ended, though I tried Territory counting Attack cards too (it's just not as interesting). Archer and Warlord swapped places some (with their resources changing), and Warlord tried different ways of punishing repetition. For a while it made you trash cards you gained that were copies of cards you had in play, but this is problematic and also didn't do much. And originally it gave +$3 next turn.

Contract: Originally you could play an Action from your hand. Saving it for next turn was more interesting, and something I could do with a Treasure-Duration. A Treasure-Duration! At one point the set had five of them.

Courier: Originally you discarded 3 cards, then played something from your discard pile. This was nuts. You just desperately want all of the Couriers. Kevin White demonstrated this, and I scaled it back.

Emissary: Initially this had no +Favors on it. It got +1 Favor because it spiced up the card a little; a while later that bumped up to +2 Favors because some Allies cost more than one Favor and they were sure hard to make do anything with Emissary.

Forts: Tent started as its own pile. Actually it goes back to Hinterlands, where it seemed strong. With the wisdom of my years I felt like probably it wasn't really. Then it went into a split pile because well you sure don't need ten of these. Before Garrison, versions of Royal Galley were here, plus a reaction you could play when an Action gave you +$2 or more. Garrison started out as its own pile, making +$2 and +1 Buy this turn (for $5). Then it made +$ next turn instead of +Cards, and after a while left due to having too many +Buy cards. It tried again as a treasure and then here it is. It removes the tokens so that it doesn't multiply if you have two of them. The third slot tried a few Remodels before getting to Hill Fort. The first version of Hill Fort gave +3 Cards at end of turn when trashed; a fine ability for something, but not too relevant here. And there was a Moat, because, aren't Forts things that keep attacks out? But the pile didn't have an attack. Stronghold started out dividing tokens between this turn and next, with them giving +$ this turn and +Cards next turn. You did not tend to finagle this so much, and it was way simpler to just offer up +$4 this turn or +4 Cards next turn. I mean +$3 this turn or +3 Cards next turn. This one also tried giving +Cards at end of turn when gained/trashed, before just getting 2 VP. It's nice to have VP on some of the bottom cards for the split piles, since sometimes you don't see them for a while.

Galleria: Matt thought this could also work on $2's, but that always sounded scary and there was always something else I needed to test more. So, went unchanged.

Guildmaster: One of the later Liaisons; just trying to get in another way to get Favors. Printed like it started, though I considered limiting it to e.g. "when you gain a card costing $3 or more."

Highwayman: I messed with the language, but this is what it always did. Playing into the recursion theme by being Duration draw you can play every turn.

Hunter: An idea Matt suggested for Intrigue 2E. There it seemed strong. Here I tried an even stronger version - a village - but quickly scaled it back.

Importer: This started in the Odyssey pile. It could gain an Odyssey card (crazy), or next turn gain a $5, or discard a Silver for a this-turn $5. I cut the Silver part and the crazy part, and messed around with it, then wanted it as its own pile. Matt suggested the setup, which is of course the focus of the card now. Initially that version had a cantrip option on top, then a "+1 Action +1 Favor" option. You only picked it when you couldn't otherwise play the Importer, and it's so much cleaner to not have the extra option.

Innkeeper: Initially the choice was just between cantrip or Warehouse. It wasn't phrased as a choose-one either, it was cantrip, "You may: +2 Cards, then discard 3 cards." I turned it into a choose-one to work with Elder, then added the draw 5 / discard 6 option to spice it up. It was a concern, was that too generous, was it too slow.

Marquis: Started out in a split pile. It was too hard to get to, we just weren't seeing it much. It wasn't great to only have 4 of either. The premise was a card where you discard down to a hand size; it felt like I could get away with Madman here. For a bit it tried also doubling Buys.

Merchant Camp: The first of the new batch of cards that survived into the set. It's an old premise, having tried out for ancient sets in other shapes. Here it is working fine. I strongly considered giving it a type and a color, to help you remember that it does something when you discard it from play. In the end, I felt like it was a great move, except that all those earlier cards (Treasury etc.) wouldn't have the new color for most people, even if future printings added it.

Modify: Multiple Remodels tried out for the set. I hit on this one to play into the choose-one sub-theme, then was enamored with it and made Hill Fort as another "do a thing, then choose something that relates" card.

Odysseys: The first card was initially Importer (called Provisioner). Then it was a duration version of Old Map - cantrip, next turn draw/discard (with an option to trash Odyssey cards from the Supply). Matt suggested having this be the multicolor pile - each card a different color. So I tried some blue Old Maps, but the one I liked ending up being a straight Action. The second card started as a cool thing that became its own pile and then left the set, bound for the future. Then briefly it was Fugitive with a recursion clause, and then it got Voyage from the Wizards pile. Cade suggested the "from your hand" wording, which was crucial for e.g. not stranding cards that Golem hits. The third card was initially a Remodel with +2 Cards in front of it and "discard 2 cards" after it. An old concept, tried years ago. You know this time it didn't exactly fail, it just didn't want to be in the pile and then there was no home for it. I folowed it with a treasure that cared how many types you had in play, then "gain an Action card from a pile that isn't full," then the final card. And then the last card in the pile started out as a token-based variation on Stronghold - 4 tokens, remove some this turn for +$, the rest next turn for +Cards. The tokens weren't necessary, I could just fix the amounts. But you know, did that elsewhere. Here I was looking for a green card for that multicolor theme. I tried Miller with VP based on how many treasures you had, then a thing that gave $ based on the cost of a discarded card, and finally the final card. Hooray, we made it there.

Royal Galley: This card started out in Seaside. It didn't have +1 Card then, which makes all the difference. I tried a version here which gave +$2 next turn, then Matt suggested making it +1 Card this turn instead. Originally it looked for the card being discarded from play, the classic trick to catch Durations and one-shots and things; Stef suggested setting the card aside immediately, with "non-Duration" to rule those out.

Sentinel: It trashes from your next hand. Showed up midway through work on the set, when I needed more trashing; didn't change.

Skirmisher: Didn't change.

Specialist: Another card cashing in on the Modify premise. Didn't change.

Swap: Initially I tried "exchange" on it, and also trashing the card rather than returning it. I also tried not having the cost limit. It quickly settled into the card we know and love.

Sycophant: Initially this had no when-gain/trash; "+1 Action, +$3, discard 3 cards." A little bit of Vaulting, with an extra reward if you had ditched your other cards. It quickly got the when-gain/trash and for a while seemed fine. One day online tester JNails noticed that it could be nuts with a few of the Allies - League of Shopkeepers especially. You just buy nothing but Sycophants and Provinces. So I had to scale it back to requiring at least one card discarded.

Town: This was a Menagerie outtake. The original idea was to make a village pile that was 20 cards, but with no mechanic that pushed it being 20 cards; just, in multiplayer games, yeeha, there are plenty of villages. This was a stand-out for that, and was a fine card, but each set only has so much space. Here it fits in with the mild choose-one theme. And there are just ten because well, just put out two village piles for multiplayer if you want.

Townsfolk: For a bit the pile had a Mafia theme - it was Vigilante, Miller, Town Doctor, Elder. The Vigilante trashed a Townsfolk from the supply, only they were called Townies. The first version though had a Town Crier, without the cantrip option and with "gain a Townie" instead. Blacksmith never changed (but at first was called Miller). A few cards tried out for the 3rd slot. There was a Silversmith that gave bonuses for Silvers in hand; there was a Town Doctor that triggered on trashing cards, to get them back. There were cards that gave you +Cards or +$ based on how many cards you had in play, or how many differently named cards. There was a cantrip that drew other Townsfolk from your top 4 cards. Miller is an old old card, a version of it predates there being expansions. This shape seemed the right one and worked out. Elder initially gave +1 Action and affected the rest of the turn; this was too much.

Underling: The first card to give Favors. It never changed (except, it was called Poet).

Wizards: Student originally either trashed or drew your top card. Then it got the topdecking, but initially only triggered on Copper. That changed just to give you a little leeway if you really wanted more Favors. The Conjurer slot was another kind of Workshop, then Voyage, then the surviving card (though with an upgrading bit for a while still). Sorcerer went back and forth on being cumulative or not (via having them discard the card). In the end, not cumulative. Lich started out as a way to get all these upgrading split pile cards. It was played to gain cards from the trash, then that moved to a when-trash ability, and the top got "draw your deck, skip your next turn." Would you believe, that was overpowered. But someone has to try these things, and it might as well be me. The bottom was also broken, it put Lich into your hand when trashed and you could go nuts with various trash-for-benefit cards. The scaled back beast still looks scary.

* Allies *

Architects' Guild: There were multiple gainers besides Crafters' Guild, some of them Remodels. Some were in the file for a while, some just briefly tested. I eventually settled on two, with the name Architects' Guild on this one. Originally it didn't say non-Victory; it always seems worth trying, but.

Band of Nomads: Originally it gave Buys at the start of the Buy phase. It's friendlier to let you use them mid-Buy-phase, but wait, needs to not loop with Guildmaster. It was always clearly the dud but clearly going to survive; it was such a basic thing, +Buy tokens, they'd gotten a whole mat in Renaissance at one point. It's just that some games there was another +Buy and well that card could often out-compete the Liaison. Then I was messing with what Woodworkers' Guild would be and had this idea for it, only it was basically the +Buy token thing I already had only better. And that was good so here it is. And then the cost limit stops Guildmaster shenanigans.

Cave Dwellers: Originally you did all the discarding at once, then all the drawing; now you get to discard/draw, then see if you want to do it again.

Circle of Witches: How about adding abilities to Liaisons? Well a lot of that has been done already via Adventures tokens, but here's turning them into Witches. Unchanged.

City-state: Originally just one Favor, which was nuts. Also it had the wording where you set aside the card, and check if you did. That went away with a rules change: now you can't play a card you can't find (though you can replay it, meaning Thrones on Horses still work).

Coastal Haven: The wording changed a lot while the functionality stayed basically the same. You were setting aside cards and getting them back; now they just stay in your hand.

Crafters' Guild: This drew a lot of worry and tweaking. The first version was one Favor for a $2, two Favors for a $4. That quickly shifted to just two Favors for a $4. For a while it was there, looking reasonable to me. It drew complaints, and I considered lots of different versions, that messed with the timing to try to make it more exciting. Like, triggering when drawing a card - you draw the card you're gaining. That was tricky, and for simplicity I scaled it back to just the original Workshop, but now onto your deck.

Desert Guides: Unchanged, though at one point attention focused on it.

Family of Inventors: How about putting tokens on piles? It's non-Victory both due to how it would play without that, and due to Trade Route, which puts tokens on Victory piles. Crazy but unchanged.

Fellowship of Scribes: Unchanged. The Allies tried to get in Villagers/Coffers/Horses in tweaked forms, as basic things to do with tokens. This is the Horse.

Forest Dwellers: Briefly I had Scout - look at the top 4, take the Victory cards. I switched it to this, which went the distance.

Gang of Pickpockets: I tested this early on, as "if you have 5+ cards in hand, discard one unless you spend a Favor." I wasn't thrilled in its one or so games and cut it. Later I thought of it again and tweaked it to "discard down to 4." This time I liked it, go figure.

Island Folk: Unchanged. The cost is hemmed in by Importer; to cost 6 Favors, Importer would have had to make +5.

League of Bankers: Why make you spend the tokens? Unchanged.

League of Shopkeepers: Cashing in on the "why spend tokens" of League of Bankers, and the "make the Liaisons do things" idea of Circle of Witches. Unchanged.

Market Towns: Unchanged.

Mountain Folk: Unchanged. Early on I thought, just use one Favor token at a time, but once I gave up on that, why not have some really expensive ones.

Order of Astrologers: Unchanged, although the rules changed to support it better. Now we let you look at the cards you're about to draw while deciding, which some people felt was absolutely essential, to the cores of their beings. And the same for Star Chart of course.

Order of Masons: This started out as a Reserve card. Reserve cards overlapped too much with Favors, so it turned into an Ally. Mostly it had you set aside exactly two cards per Favor, but my heart softened, and now it's "up to" two per.

Peaceful Cult: Originally it trashed at start of turn. The change was mostly to make it a little more different, but of course also makes it stronger.

Plateau Shepherds: Unchanged. The Landmark Ally.

Trappers' Lodge: Unchanged. That's at least a dozen unchanged Allies.

Woodworkers' Guild: The other slot that many Workshops/Remodels tried out for. This one, directly playing off of Advance, just did more in the games we played with it than the others did.

* Outtakes *

More than usual, there were cards that seemed good but which I just didn't have space for. Those stories will wait for another day, when they either make it into a set, or demonstrate that they really aren't making it.

There were a few more split piles. One pile split up into separate cards, then some got saved for the future. One pile was all treasures, and at one point all treasure-durations. It kept being impossible to make it through the pile; we liked the first card but it didn't rotate often enough. Then the first pile tried to be its own pile and turned out to be broken. It was a treasure that made $1 this turn or $2 next turn or $3 the turn after that, and so on. Man it seemed fine and fun and then it turned out, just buy them and a Woodcutter or something and let them pile up to 8 tokens. Some of the treasures that tried out for the pile may still make it out in the future, with more work. There was a villages pile; the first card was conditional which wasn't great, and then I split the pile up and worked on the cards and it doesn't feel like any survived, though Capital City is a relative of one. And there was the Crafts pile, which I dropped just because I was dropping the treasures pile and had to drop two split piles to make the numbers work out well. Plus it wasn't so clear that having 8 split piles was so great; in an all Allies game you'd frequently have 3, which is so many cards to read. But hooray, two of the cards from that pile are in the set, Carpenter and Marquis, and another is hoping to make it out someday.

Early on I tried doing more VP token cards. Some of those gave VP tokens when you gained them, and let you spend the tokens somehow. Others came with VP tokens via a formula; the effect was kind of like Triumph.

Also early, a Victory cards theme. There was a Treasure-Victory card worth VP per 5 Treasures you had. Natalie endlessly beat me up with that, as I weakened it and finally gave up on it. I also tried VP per copy of an Action card you choose, and VP per 3 Action cards you have from non-empty piles. The experience this gave was not really so fun. To go with the Victory cards, there was a card that drew all the non-Action non-Treasure cards from the top of your deck, plus one more card. There was also a new Goons, sans attack and triggering on gains.

When I tried revisiting Reserve cards, I had: call to gain to hand a copy of a Treasure you played; call when a pile empties to gain a Gold and Duchy to hand (there's a novel one); call when shuffling to not shuffle in 4 cards (turned into Order of Masons); call for +1 Card per Copper in hand (I also tried a Duration version of that one); and gain a $4 onto your mat, call to put a card from your mat into your hand (cool if Reserve cards manage to be a theme again).

The first card in the file is "Gain an Action card from a pile that isn't full." It was fun and then seemed too generous. The closest the set comes now is Sunken Treasure. Conjurer at one point was gain a $4, or a $5 if there's an empty pile. Another early card, ancient idea, was reveal your hand, +$ per type there. The set ended up generous on the types, and this card was just always nothing or crazy.

I though it would be cool to do a trasher that returned cards, but wasn't also an attack like Ambassador. Since sometimes Ambassador is interesting for the bit where it stops a pile from being empty. You know it just didn't come up enough to be worth the words. I also had an Expand that required the gained card to share a type with the trashed card. It only cost $4 and still wasn't exciting most games.

I revisited the one-card Ghost Ship. It did not have some twist to it that made it fun. I tried "reveal the top card of your deck, you may have each other player gain a copy of it." I was briefly a fan, but really you so quickly move to never attacking with it.

More random things. A Warehouse with the Merchant Camp bottom. Cantrip, with +$1 if you've gained or trashed this turn. +$2 +1 Favor, with +1 Action if it was your first play. There's still a certain mild charm there. +1 Action +$1, play up to 3 treasures, may buy a card to hand. A 2006 concept trying its luck again. One of the Town Doctors tried out for its own pile: a Salvager with +1 Action, that you could discard when trashing an action or treasure to gain it back. For the recursion theme, I tried a Smithy that you put into your hand next turn if you could reveal a Gold. Then it was a Smithy that went into your hand or onto your deck when you gained a Treasure.

Allies that did not make it included: versions of Pearl Diver and Scout; that Expand limited by type thing; when you gain a card, exchange it for one costing $1 more (popular but confusing, then I tried lots of wordings to preserve the concept); spend X favors to gain a card to your hand costing $X (Matt's suggestion); when you get +1 of something, get another +1 of it; when playing an Action, get +$3 instead of following its instructions (it's Way of the Sheep only bigger, and well, we already have Way of the Sheep); Scheme for cards with just one type (it had to be weaker than Scheme somehow, so that Underling wasn't just better than Scheme); and play an Action a 2nd time then trash it (crazy, would you believe).

27
Dominion General Discussion / Allies Preview 5: More Cards
« on: March 04, 2022, 03:00:08 am »
There are no more themes, but lots more cards. The set has 400 cards total, with 6 split piles, 25 regular kingdom card piles, and 23 Allies. 25*11+6*17+23 = 400, and now you know that the only Victory cards are in split piles. So anyway, here are some more cards.



Importer means, you start with 5 Favors, but can't get any more (unless there's another Liaison in the game, obv.). And it gains $5's, slowly. Courier is the Peddler version of Mountain Village, and discards a card to help itself out. Royal Galley plays a card both this turn and next turn; it makes anything else into a Duration.



And two more Allies for good measure. Family of Inventors lowers costs for everyone; fooshing may occur. Gang of Pickpockets is that rare thing, the game attacking the players. You can keep them at bay, or just give in.

Cards will stay playable at https://dominion.games/ over the weekend. Then they will be gone until... Wednesday, when they'll be available both there and in the Temple Gates Games version on Steam. We expect the physical version to follow at around the same time, but this is much harder to nail down, it depends on lots of different trucks and where you live and stuff. It will be around then though.

And I'll return with Seaside 2E previews around... late April? It's a little hard to pin down just yet.

28
Dominion General Discussion / Allies Preview 4: Recursion
« on: March 03, 2022, 03:00:12 am »
Recursion is a smaller sub-theme of the set. Ways to get a card back somehow. First, it's another split pile, the Wizards:



Student goes on top of your deck when it trashes a Copper; you can play it multiple times in the same turn. And hey, it's another Liaison. Conjurer can keep going to your hand turn after turn, you just need to keep playing it. And Lich comes back when you try to trash it, like a Fortress only not to your hand. Also Lich can uh skip your turn? Well maybe you aren't getting another turn anyway. Sorcerer meanwhile is the counterpart to Sorceress; it makes them play the guessing game instead of you.

Two more recursive cards:



Merchant Camp is a village you can have in your starting hand for the rest of the game. It doesn't draw a card, but you can't have everything. Highwayman is the Duration draw card that you can play every turn - draw your deck, and at the end you'll find the Highwayman.

Here are two more Ally cards again; things to try with your Students.



Island Folk lets you take extra turns; maybe that's worth getting some Underlings for. Order of Masons is a novel one: it lets you keep cards out of a shuffle.

Again, cards can be tried out almost immediately at https://dominion.games/.

29
Dominion General Discussion / Allies Preview 3: Choose One
« on: March 02, 2022, 03:00:12 am »
The "choose one" theme from Intrigue returns! Okay it's been on the table for every expansion, but now there is a bunch of it at once. Including cards that can cantrip or do another thing, and cards that do something and then give you a choice of a twist on that something. Well let's start with a split pile, the Townsfolk:



Elder ties the pile together, giving you an extra choice when choose-one-ing (or choose-two-ing). It's optional; you can Elder a Count and take an extra good thing but not an extra bad thing. If I made a card like Elder as a regular pile, game after game there'd be no choose-one on the same board. But it's in a split pile so there are always at least two, Town Crier and Blacksmith. And then Miller can help you line up the combo.

And here are two regular kingdom cards:



Town. A thing of beauty is a joy forever. Modify trashes a card, but then what? Was that the whole point, or did you want to Remodel it? The choice is yours.

And two more Allies:



Band of Nomads gives you a choice, though it doesn't work with Elder. It can be exciting with gainers, and when there aren't any, well it can still make +Buys for you. Architects' Guild doesn't fit the day's theme but I am showing it off anyway. It's the Haggler Ally.

Again, cards can be tried out almost immediately at https://dominion.games/.

30
Dominion General Discussion / Allies Preview 2: Split piles
« on: March 01, 2022, 03:00:08 am »
Allies 2: Split Piles

Split piles are back! Only this time they rotate. Also they have four different cards in them. Let's see one to better talk about this. It's: Augurs.



So the pile starts with 4 copies of Herb Gatherer, then 4 copies of Acolyte, then 4 copies of Sorceress, then 4 copies of Sibyl. And you can only buy/gain the top card. But, the first card lets you "rotate" the pile. This puts all copies of whatever's on top onto the bottom. If the top has three Herb Gatherers and then Acolytes etc., rotating it puts all three Herb Gatherers on the bottom. If it was just one Herb Gatherer and then Acolytes, that one Herb Gatherer goes on the bottom. If the pile has different cards left in it, then rotating it will uncover a different one. It gets you through the pile.

So Herb Gatherer, it does this rotation trick, and Chancellors (what's that?), and also it gets a Treasure from your discard pile into play. Acolyte can turn stuff into Gold, but also can turn itself into whatever's on top of the Augurs pile - another Acolyte, or a better card (or hey, sometimes an Herb Gatherer). Sorceress is a guessing game, and if you're right you Curse the other players. And Sibyl lets you win that guessing game.

Here's another pile: Odysseys.



As before, the first card can rotate the pile. Old Map does a little filtering. Voyage is an extra turn with a tricky limitation: you only get to play 3 cards, and that includes Treasures. Although things that play cards other than from your hand get around this a little (e.g. Golem). Sunken Treasure can get you stuff you don't have yet, and Distant Shore is somehow a Lab that gains Estates.

What do the randomizers even look like for these? I'm glad you asked.



Split piles are a lot to process, so here's one normal pile too.



Cards turn into other cards and leap into the fray. Buy it even if you don't know what it will possibly do for you; you won't regret it. This can of course mess up the order of split piles.

To spice up the Liaisons from yesterday, here are two more Allies.



So that's an Armory and an Innovation.

As before, cards can be tried out almost immediately at https://dominion.games/.


31
Dominion General Discussion / Allies Preview 1: Allies
« on: February 28, 2022, 03:00:10 am »
I was working on lots of new games in 2019. And going to restaurants, and walking down the sidewalk within 6 feet of strangers, without a care in the world. The pandemic hit and everything stopped. It turns out I cannot get much work done on games that are never played. Then I started playing Dominion with Dame Natalie in 2020, and well now there's an expansion coming out. It's a lesson for us all. Allies feels to me like "more Dominion" more than most sets; there are a lot of cards that could go in any set. Part of that is how it came to be; I just made a bunch of cards. But it does have some mechanics, and I'm leading with Allies themselves.

Allies are landscape cards that tell you how a Favor token can be used. Favor tokens are produced by Liaisons. In games with a Liaison, you put out a single Ally (even with multiple Liaisons), and well that's that, it tells you what the token does. There are 23 Allies, in their own separate deck, which is like having 23 new kinds of tokens. Only we use coin tokens for all of them, and put them on a mat. Here are some Liaisons, out of the 9 total in the set:



Underling is as straightforward as they get; it's a cantrip that gives you a Favor token. If you want a bunch of Favor tokens, Underling is there for you. Bauble is the Treasure version of Pawn you never knew you wanted. The last option is that whole bit about getting to topdeck cards; you can pick any two options and that's one of them. And one of them is a Favor. And then Broker is the combination Apprentice / Salvager / other things that you never knew you wanted. It can make a lot of Favors at once when you want that.

Well that's all well and good, but what are the Allies like? Here are five of them:



So let's say the game has Underling in it. You turn over an Ally, it's Cave Dwellers. This game, you can get Favors with Underlings, and you can use them to discard/draw repeatedly at the start of your turn. That's all there is to it. No wait, there's one more thing: you start the game with a Favor token. So if you never get a Liaison, you still get to do a little something. Except with Allies that cost more than one Favor to do anything.

Cave Dwellers lets you filter; Coastal Haven saves cards for next turn; Peaceful Cult trashes. Those are all pretty simple. Plateau Shepherds is like a Landmark, it lets you score for having a bunch of $2's, but you need to pair them with Favors. And then League of Bankers doesn't let you spend Favors; you just amass them, and get +$ each turn based on how many you have.

Cards will be playable online at dominion.games (maybe not exactly when this is posted, but soon afterwards; take your time to savor these words and it will all work out), in the same way we've done for the last few expansions. Three kingdom cards, that's not enough, let's have two more.



Hunter is a Lab that gets you a varying number of cards, based on type. Skirmisher Militias people, but only when more attacks are coming in. Which of course can just be more Skirmishers, or some other attack.

So there's a preview, and there will be more previews (with cards playable online) through Friday.

32
Dominion General Discussion / Dominion: Allies Teaser
« on: February 25, 2022, 02:59:36 am »
At long last, Allies previews start Monday, and as usual I have a teaser.

Word counts:
- favor(s) - 33
- turn - 30
- choose - 13
- rotate - 6
- curse - 4
- +1 card and +1 action - 4
- 10 - 2
- skip - 1

Type counts
- actions - 45
- allies - 23
- liaisons - 9
- durations - 9
- attacks - 7
- treasures - 3
- victory cards - 3
- reactions - 0

Miscellaneous
- a kingdom card that cares about shuffling
- a sorcerer and a sorceress
- a treasure Pawn
- a treasure-duration
- two cards with four types

33
Dominion General Discussion / Minor note about new printings
« on: October 26, 2020, 06:13:45 am »
With new copies of Seaside, Prosperity, and Hinterlands printed recently, some cards have new wordings. Mostly they are non-functional changes.

Functional changes:
- Trader's reaction is now a when-gain rather than a when-would-gain; in most situations this isn't different, but it simplifies some confusing situations. This means that now any when-gain abilities of the gained card will still work, even if you exchange it for a Silver.
- Oracle now says +2 Cards again, rather than "draw 2 cards." This change is to have Way of the Chameleon interact with new copies in the same way that it does with most printed copies, and was already in the online version.
- Embargo has now been printed with the errata it has had for a while.

Cosmetic changes:
- Treasures no longer will say "when you play this" on such abilities; they just say what they do when played. Changed cards: Bank, Contraband, Loan, Venture, Ill-Gotten Gains.
- Treasures no longer say they're "worth" a certain amount; instead they use "+$" like non-Treasures. Changed cards: Bank, Fool's Gold.
- Some "while this is in play" abilities now say "while you have this in play" to be clearer. Changed cards: Lighthouse, Goons, Hoard, Royal Seal, Talisman, Haggler.
- I continue to drop "not less than $0" from cards that lower costs. Changed cards: Quarry, Peddler, Highway.
- Peddler has been rephrased for clarity.
- Noble Brigand has been rephrased so that it has a dividing line before the when-buy ability. To get the text to fit on the card, it says "do its attack"; this means, do the above-the-line part except for the +$1.

There are other cards that will eventually get some of these general changes (e.g., Relic will no longer say "when you play this"), but they haven't been printed yet.

Full texts of changed cards:

* * *

Seaside:

Embargo: Action, $2
+$2
Trash this to add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)

Lighthouse: Action - Duration, $2
+1 Action
Now and at the start of your next turn, +$1.
----------
While you have this in play, when another player plays an Attack card, it doesn't affect you.

Prosperity:

Bank: Treasure, $7, worth $?
+$1 per Treasure card you have in play (counting this).

Contraband: Treasure, $5, worth $3
$3 [big coin]
+1 Buy
The player to your left names a card. You can’t buy that card this turn.

Goons: Action - Attack, $6
+1 Buy
+$2
Each other player discards down to 3 cards in hand.
----------
While you have this in play, when you buy a card, +1VP.

Hoard: Treasure, $6, worth $2
$2 [big coin]
----------
While you have this in play, when you buy a Victory card, gain a Gold.

Loan: Treasure, $3, worth $1
$1 [big coin]
Reveal cards from your deck until you reveal a Treasure. Discard it or trash it. Discard the other cards.

Peddler: Action, $8*
+1 Card
+1 Action
+$1
----------
During a player's Buy phase, this costs $2 less per Action card they have in play.

Quarry: Treasure, $4, worth $1
$1 [big coin]
----------
While this is in play, Action cards cost $2 less.

Royal Seal: Treasure, $5, worth $2
$2 [big coin]
----------
While you have this in play, when you gain a card, you may put that card onto your deck.

Talisman: Treasure, $4, worth $1
$1 [big coin]
----------
While you have this in play, when you buy a non-Victory card costing $4 or less, gain a copy of it.

Venture: Treasure, $5, worth $1
$1 [big coin]
Reveal cards from your deck until you reveal a Treasure. Discard the other cards. Play that Treasure.

Hinterlands:

Fool's Gold: Treasure - Reaction, $2, worth $?
If this is the first time you played a Fool's Gold this turn, +$1, otherwise +$4.
----------
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.

Haggler: Action, $5
+$2
----------
While you have this in play, when you buy a card, gain a cheaper non-Victory card.

Highway: Action, $5
+1 Card
+1 Action
----------
While this is in play, cards cost $1 less.

Ill-Gotten Gains: Treasure, $5, worth $1
$1 [big coin]
You may gain a Copper to your hand.
----------
When you gain this, each other player gains a Curse.

Noble Brigand: Action - Attack, $4
+$1
Each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.
----------
When you buy this, do its attack.

Oracle: Action - Attack, $3
Each player (including you) reveals the top 2 cards of their deck, and discards them or puts them back, your choice (they choose the order). Then, +2 Cards.

Trader: Action - Reaction, $4
Trash a card from your hand. Gain a Silver per $1 it costs.
----------
When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.

* * *

Someone is thinking, hey those treasures say "worth," what gives. That's just how my text versions indicate what goes in the upper corners of the Treasure cards; it's not a word in the card texts.

Edit: Other recent new wordings, so they're in one place.

* * *

Adventures:

Inheritance: Event, $7
Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")

Coin of the Realm: Treasure - Reserve, $2, worth $1
$1 [big coin]
Put this on your Tavern mat.
----------
After you play an Action card, you may call this, for +2 Actions.

Royal Carriage: Action - Reserve, $5
+1 Action
Put this on your Tavern mat.
----------
After you play an Action card, if it's still in play, you may call this, to replay that Action.

Treasure Trove: Treasure, $5, worth $2
$2 [big coin]
Gain a Gold and a Copper.

Relic: Treasure - Attack, $5, worth $2
$2 [big coin]
Each other player puts their -1 Card token on their deck.

Bridge Troll: Action - Attack - Duration, $5
Each other player takes their -$1 token.
Now and at the start of your next turn: +1 Buy.
----------
While you have this in play, cards cost $1 less on your turns.

Artificer: Action, $5
+1 Card
+1 Action
+$1
Discard any number of cards. You may gain a card onto your deck, costing exactly $1 per card discarded.

*************************************************************************************************

Empires:

Charm: Treasure, $5, worth $?
Choose one: +1 Buy and +$2; or the next time you buy a card this turn, you may also gain a differently named card with the same cost.

Farmers' Market: Action - Gathering, $3
+1 Buy
If there are 4VP or more on the Farmers' Market pile, take them and trash this. Otherwise, add 1VP to the pile and then +$1 per 1VP on the pile.

Groundskeeper: Action, $5
+1 Card
+1 Action
----------
While you have this is in play, when you gain a Victory card, +1VP.

Overlord: Action - Command, [8D]
Play a non-Command Action card from the Supply costing up to $5, leaving it there.

Sacrifice: Action, $4
Trash a card from your hand. If it's an...
Action card, +2 Cards and +2 Actions
Treasure card, +$2
Victory card, +2VP

Temple: Action - Gathering, $4
+1VP
Trash from 1 to 3 differently named cards from your hand. Add 1VP to the Temple pile.
----------
When you gain this, take the VP from the Temple pile.

Wild Hunt: Action - Gathering, $5
Choose one: +3 Cards and add 1VP to the Wild Hunt pile; or gain an Estate, and if you do, take the VP from the pile.


Rocks: Treasure, $4, worth $1
$1 [big coin]
----------
"When you gain or trash this: If it's your Buy phase, gain a Silver onto your deck, otherwise gain a Silver to your hand.

Fortune: Treasure, $8[8D]
+1 Buy
Double your $ if you haven't yet this turn.
----------
When you gain this, gain a Gold per Gladiator you have in play.

Opulent Castle: Action - Victory - Castle, $7
Discard any number of Victory cards, revealed. +$2 per card discarded.
----------
3VP [big shield]


Donate: Event, [8D]
At end of turn, put all cards from your deck and discard pile into your hand, trash any number, shuffle your hand into your deck, then draw 5 cards.


Mountain Pass: Landmark
When you are the first player to gain a Province, at end of turn, each player bids once, up to 40D, ending with you. High bidder gets +8VP and takes the D they bid.

*************************************************************************************************

Nocturne:

Tracker: Action - Fate, $2
+$1
Receive a Boon.
----------
While you have this in play, when you gain a card, you may put that card onto your deck.
[Heirloom: Pouch]

Fool: Action - Fate, $3
If you aren't the player with Lost in the Woods: take it, take 3 Boons, and receive the Boons in any order.
[Heirloom: Lucky Coin]

Leprechaun: Action - Doom, $3
Gain a Gold. If you have exactly 7 cards in play, gain a Wish. Otherwise, receive a Hex.

Devil's Workshop: Night, $4
If the number of cards you've gained this turn is:
2+, gain an Imp;
1, gain a card costing up to $4;
0, gain a Gold.

Necromancer: Action, $4
Choose a face up, non-Duration Action card in the trash. Turn it face down for the turn, and play it, leaving it there.
----------
Setup: Put the 3 Zombies into the trash.

Idol: Treasure - Attack - Fate, $5, worth $2
$2 [big coin]
If you have an odd number of Idols in play (counting this), receive a Boon; otherwise, each other player gains a Curse.

Tormentor: Action - Attack - Doom, $5
+$2
If you have no other cards in play, gain an Imp. Otherwise, each other player receives the next Hex.


Cursed Gold: Treasure - Heirloom, $4, worth $3
$3 [big coin]
Gain a Curse.

Goat: Treasure - Heirloom, $2, worth $1
You may trash a card from your hand.

Haunted Mirror: Treasure, $0, worth $1
$1 [big coin]
----------
When you trash this, you may discard an Action card to gain a Ghost.

Lucky Coin: Treasure - Heirloom, $4, worth $1
$1 [big coin]
Gain a Silver.

Magic Lamp: Treasure - Heirloom, $0, worth $1
$1 [big coin]
If there are at least 6 cards that you have exactly 1 copy of in play (counting this), trash this. If you did, gain 3 Wishes.


The Swamp's Gift: Boon
Gain a Will-o'-Wisp.

*************************************************************************************************

Alchemy:

Philosopher's Stone: Treasure, $3[potion], worth $?
Count your deck and discard pile. +$1 per 5 cards total between them (round down).

*************************************************************************************************

Renaissance:

Citadel: Project
The first time you play an Action card during each of your turns, play it twice instead.

Innovation: Project
The first time you gain an Action card during each of your turns, you may play it.

Inventor: Action, $4
Gain a card costing up to $4, then cards cost $1 less this turn.

Canal: Project
During your turns, cards cost $1 less.

Scepter: Treasure, $5, worth $?
Choose one: +$2; or replay an Action card you played this turn that's still in play.

Exploration: Project
At the end of your Buy phase, if you didn't buy any cards during it, +1 Coffers and +1 Villager.

Lantern: Artifact
Border Guards you play reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)

Add to Star Chart FAQ:

You can also look at any cards about to be drawn, that aren't being shuffled, while deciding.

Add to Innovation FAQ:

Innovation can't play a card unless it can physically put it into play.

* * *

34
Rules Questions / Considering Trader errata
« on: May 05, 2020, 05:35:53 pm »
For the next printing of Hinterlands - coming right up somehow - I am considering errata for Trader. Specifically:

Trader: Action - Reaction, $4
Trash a card from your hand. Gain a Silver per $1 it costs.
----------
When you gain a card, you may reveal this from your hand, to exchange the card for a Silver.

This is functionally different in cases you can think of. Mostly it's the same. It's way simpler.

Is there a problem with this?

35
The Bible of Donald X. / The Secret History of Dominion: Menagerie
« on: April 01, 2020, 01:00:24 am »
I took a break after Renaissance, and worked on other games. One night there was just me and Kevin. What's good with two? I dunno, Dominion? It happened again a week or two later. And then that was that, I was making an expansion. A lesson for us all.

There were two ideas waiting to be used, from when working on Renaissance. First, the Jail mat. This was a mat cards could put cards onto, and then it had a built-in rule that let you get the cards back when gaining another copy of whichever card. This mat and the associated cards had been good, but I didn't want more mats in Renaissance. At one point it had four mats; in the end it has one that does double duty. So I saved this for next time, and well, it was next time. So this went right into the set and had good cards right away. Eventually I renamed it to Exile, because I wasn't looking to make a wild west expansion, which is what "jail plus horses" sure suggested. "Exile" was nice because you can use it as a verb too, and it made at least some sense for a medieval game.

The other idea was for a particular way to do "+1 Card tokens." I considered them for Renaissance, but it didn't sound great to have a pile of tokens you could constantly consider cashing in for cards. What I ended up doing for Renaissance was Sinister Plot, which just happens at the start of a turn. But another approach was to have a pile of one-use Labs you could gain. It was like a +1 Card token, except different in all the ways it's different - you can only use it when drawing it, you can Remodel it, and so on. There wasn't room for a big pile of those in Renaissance, though it got Experiment. So this was another thing to try right away, and right away I liked it. Horse itself started and ended costing $3, but I tried having it cost $2, to make it weaker with trash-for-benefit. I preferred it being stronger there.

The first two cards using Horses were "Gain 3 Horses" and "+1 Action, discard any number of cards for that many Horses." They both immediately showcased the beauty of Horses. "Gain 3 Horses" is like Smithy... but it doesn't draw dead cards, and doesn't draw at all the first time you play it, and well more differences, Remodel and stuff. It was a pretty neat variation on Smithy and still really simple. And then the Cellar variant was nothing like Cellar. It was pretty neat too. Well as you may have noticed, these cards aren't in the set. They both just produced too many Horses. Another way "Gain 3 Horses" is different from Smithy is, it takes longer to resolve - not just playing it, but playing it and playing the three Horses. So in the end there are "Gain 2 Horses" cards, but no 3, and only Livery gets to really go nuts gaining Horses.

I tried several new kinds of landscape cards for the set. The one that stuck was Ways, which let any Action be played for a particular effect. I liked the vanilla ones right away. I also planned to add Events to the set. The set was going to have to be 400 cards, to include 30 Horses and some landscapes and not have fewer Kingdom cards than usual. So, it had space. It took me a while to get around to trying some Events, but when I did that all worked out, there were new things to do, not all of them involving Exile and Horses.

I considered having another card like Horse, a pile that some cards could give you. I didn't get around to trying one for a while, and meanwhile two minor themes crept into the set. So I never tried one, I had plenty of stuff going on. The minor themes are Reactions and uh weird costs. It seemed cool to have a bunch of Reactions, and I had this good trick to do to get some, which was letting you play the card. Caravan Guard had done that, but it had +1 Action, which severely reduced how exciting that was. And then the weird costs, I added Wayfarer and Animal Fair and they were just immediately highlights of the set, so I looked for a couple more.

* Kingdom Cards *

Animal Fair: The premise was the alternate cost; the first version had +2 Cards +2 Actions on top. It was just too important to madly try to acquire them. Then for a long time it was +$4 +1 Buy. This seemed to work out fine. But late in the going I was worried about player interaction and tried out +1 Buy per empty pile here. It worked great, it makes it less important early and well does have a little interaction.

Barge: A late card, trying to get more use out of "now or later" after I had it on Village Green. It started out without the +Buy; I gave it that to make it compare more favorably to Merchant Ship (just a joke for you people who read all the Secret Histories). Since your intention is to use it right away most of the time, it seemed like it needed more than just +3 Cards, and we weren't buying it enough without the +Buy.

Black Cat: The second reaction in the set. I wanted a black cat! Probably it would curse people? Could it be blue? I got all those things. At first it triggered on their gain and you discarded it to Curse them. It wasn't good enough. Shifting it to being played also let it be an Attack; Moat couldn't stop the discarded version.

Bounty Hunter: This started in Renaissance. That version gave +$1 always, and +$2 if you jailed a unique. There was just that version and the final version; it's more fun to have a bigger reward for the unique, and it didn't want to be as good otherwise. An early poster child for Exile.

Camel Train: Originally it had no below-the-line part. Some people liked it but for me it wasn't quite good enough. I tried letting you play it when you gained it, but it ran out piles too fast. So now it exiles a Gold when you gain it.

Cardinal: A card that started in Renaissance. It was an obvious thing to try with the Exile mat, and mirrored Old Witch's temporary Cursing. That version dug for a card to exile; this one just looked at the top 2, and then dropped down to costing $4.

Cavalry: Sometimes I try to make a new version of a favorite card. This is the new Villa. Villa saves you when what you needed was more Actions; this saves you when what you needed was more cards. It didn't change, though there was some noise about, should you get +1 Buy if you gain it in your Action phase, since that's easy to forget. Good luck remembering that. For years I wanted to make a when-gain that drew you cards, and tried some that died; all it took was returning you to your Action phase so you could play them.

Coven: Somehow this never changed.

Destrier: Trying to get one more weird cost into the set. Changed from counting all gains to just your own, suggested by Matt.

Displace: The first version gained a card costing "exactly $2 more," now it's "differently named" with "up to $2 more." I think Ben King suggested that. It's nicer as an exiler while still stopping you from using Province to gain Province.

Falconer: This started as a Smithy you could play when someone gained a particular thing - first a card they had a copy of in play, then when they gained either this or a 3rd card on their turn. I found it just too hard to pay attention to when they got a 3rd card. At the same time the set was packed with card-drawing, it didn't need more. Some people were sad to see it go, but I switched it to gaining a cheaper card to hand, Matt's suggestion, and then found a better reaction condition for it.

Fisherman: The first version gave you +$1 conditionally if your right-hand opponent had an empty discard pile (and cost $2). It was trying to be interactive, but that's not a great thing to have to pay attention to, as sometimes they're shuffling, and sometimes they're pre-shuffling. I switched it to caring about your own discard, but also tried it being a full-time Peddler that only costs $2 if your discard pile is empty. It was buy-phase only like Peddler, but we misplayed that some, so now it's full-time.

Gatekeeper: The premise remained constant. Some versions always exiled the card; you'd get back the previous one, so once you had e.g. Silver in exile, gaining Silver would work, you would just technically put one Silver into exile and discard the other one. I never liked that much, plus the card felt too oppressive, so it changed to just not working every other time. Some versions cost $4, but man you don't want to be under this right away.

Goatherd: I tried to make an interactive trasher that cared about the trash. At first it counted copies of itself in the trash, to determine how many times you could trash a card or gain a Silver. Then it counted Actions in the trash, and divided the count by 2. A bunch of versions followed, trying to zero in on the good parts of the card. Some versions gained a card that varied in cost with the trash; at first it could get Province. Some had a threshold rather than scaling with the trash. And well then I tried to think of what other way a trasher could be interactive, and came up with Goatherd and hooray, it was better. At first it counted all trashes, then it shifted to only ones you personally trashed, at Matt's suggestion.

Groom: An early card. The only change was the precise wording, "Action card" rather than "Action."

Hostelry: This didn't change. I did however compare "when you gain this, gain a Horse." We liked this better. I also tried letting you discard non-Treasures too; it was too generous.

Hunting Lodge: The first version of this was a duration card that let you get a new hand once during your next turn's Action phase. It never had a good wording, saying "...when nothing is happening..." Some players liked it, but I felt like it was too strong when it was good, and awful the rest of the time. Plus it did have this wording problem. So it changed to working immediately, with +$2, and then into the village that made the set.

Kiln: The only change here was adding "first," as people want to reach right over and take their card.

Livery: Another early card. Originally it triggered on gaining cards from the Supply; in the end if cares if the card costs $4 or more. Somehow or other it had to rule out Horse itself triggering it, and also Silver (due to Trader).

Mastermind: The initial idea was to use Exile to make a new King's Court that could somehow cost $5. It exiled both itself and the card it played. I was not thrilled with it, and making it a duration was the first new direction I thought of.

Paddock: The first version was +$2, gain 2 Horses. A variant on "+$2, +2 Cards," an ancient card that never seemed worth doing. For a while it filled its slot, looking like I might add a dividing line and some other ability, but being simple and inoffensive. Finally in the later days I was worried about having enough player interaction, and tried out the +1 Action per empty pile here.

Sanctuary: The initial premise was to have a way to exile cards that could also get cards out of exile. There were multiple versions and well. You don't want to exile good cards. If you can exile junk you will sure do that instead. It never really gave me a good "I'm saving a card for later" feeling. Some versions rewarded you for taking a card back by being a village; some players complained about these ones being disjointed messes. Plus it's not great that it hoses the exiling attacks. I stripped it down to a pure exiler, then gave it +1 Buy, and well there it is.

Scrap: This was a very old idea I just never got around to trying before. At first it cost $2.

Sheepdog: This has two origins. One is a treasure from Empires that had +1 Buy and gave you +$1 per Buy you had. I thought there was something there, and tried a new version, an action that gave you +$1 per card you gained that turn. Some people liked it but man the math was too much to ask of people. No really, it was bad. I tried multiple versions trying to fix it up and make it fair, some of which could also count trashes. I tried versions that triggered at one point in the turn. I switched to reactions and card-drawing (no math there) and was making progress. Now it resembled an outtake from Renaissance, that gave you +1 Card +1 Action when gaining a card, and some versions of this did just that. I got a version that seemed promising but had a bad wording - it wasn't trivial to communicate that you could reveal a copy for each gain, but not multiple copies for one gain. I tried it as draw-to-6 - now I didn't need to limit you to one use because it was naturally limited. Again I thought maybe this would do the trick, but more testing suggested it wasn't there. I came up with a few directions and one of them was Sheepdog. It's sleek and pretty and a delight. Sometimes it takes a while to get there.

Sleigh: Initially you just revealed it, but that was too much, so now you discard it. That had rules issues - wait you just lost track of the card you gained, you can't move it. A few different versions of the card tried to address this satisfyingly. Finally I bent time and space and fixed the rules.

Snowy Village: This started life as a joke card, in a Christmas kingdom I made (with help from Matt). Hey that idea wasn't bad. I made it more exciting by giving it +4 Actions and +1 Buy. Eventually it dropped from $4 to $3. The original: https://dominionstrategy.com/2017/12/25/2017-holiday-kingdom/

Stockpile: Renaissance had tried out a one-shot Smithy that went to your Jail. When the Jail left, it turned into Experiment. I knew Smithy wasn't great due to tracking, and after a game with it as a gold-gainer, went with +$3 +1 Buy. Those of you who have really been paying attention remember that Feast was originally a one-shot +$3 for $4; wasn't that too good or something? Apparently not!

Supplies: One of the first cards in the set. At first it just gained a Horse; it looked nice to me but people were dissatisfied. So now the Horse goes on top.

Village Green: With a Reaction theme having appeared, I thought, how about a Tunnel. I came up with the now-or-later concept and was instantly enamored with it. It was a good fit for the Tunnel too. I needed a village so I made this a village and well there it is. At first it only worked in an Action phase, but people misplayed that, so now it matches Tunnel.

Wayfarer: The original idea predates Dominion being published; you can see a picture in the outtakes article (https://dominionstrategy.com/2013/06/24/dominion-outtakes/, the last section). Like always, at some point I thought, are there any old ideas I haven't tried to fix up yet, and there it was. That one was a one-shot Gold, which I already had; this one started as a Smithy. Since some games that would just be Smithy, it got an optional Silver.

* Ways *

Well most of these did not change. Let's just look at the few that did.

Way of the Butterfly: At first you trashed the card. That's no good with Fortress and Adventures tokens. Also I gave it an anti-Throne wording.

Way of the Chameleon: At first you could mix up the four basic +'s any which way. It's too hard to communicate what happens with +2 of something - can you split it up or not - in the space available, plus it was too many options. I fixed both things by having it just exchange cards and $. Then I added "this turn" so you didn't have tracking on durations.

Way of the Frog: Originally it just put itself right on your deck. This can cause a loop, those Adventures tokens again. Pointed out by werothegreat. So now it has a way wordier wording but there is no loop.

Way of the Mole: This fought it out with another Way that first gave +1 Action, +2 Cards, discard 2 cards, then switched the order of drawing and discarding. My feeling was, we used that one so much, was that really the best gameplay. This one is harder to use but has its moments.

Way of the Mouse: At first it tried to single out the cheapest supply Action to play. This doesn't work due to debt and potions, oops. So it sets aside a card in setup. There was a late question, should it be just $2's, or $2's and $3's.

Way of the Rat: This didn't change, but we did try a version with no discard for comparison.

Way of the Seal: At first it was like an Artifact - you claimed the Royal Seal ability until someone else used an Action as a Seal. Then it just Royal Seal'd, then it died, then I brought it back with +$1. Arf!

* Events *

Alliance: Matt wanted some expensive Events. Okay, how about, gain a lot of cards? I tried two of them and liked them both. This one was always like this. I considered putting Curse on it but man you already don't want all of what you're getting.

Banish: An early Event, stayed just like this.

Bargain: A late Event, stayed just like this. I guess ahead of it I tried another $4 that gained $5's; that one only worked if there was an empty pile.

Commerce: A late one. At first it was "gain a Horse, gain a Gold per card you've gained this turn." It seemed too generous and lost the Horse. It was too strong with Horse-gainers, too expensive (at $8) otherwise; so, it counts differently named cards, Matt's suggestion.

Delay: Didn't change. There was some talk of dropping it due to also having Way of the Turtle, but I liked the effect enough to want to do two of them, and man they're different.

Demand: At first it gained a $4 onto your deck, plus put a card you'd discard from play this turn onto your deck. It was oppressive with Coven and probably had other bad scenarios, as had an endless Scheming Project in Renaissance. I tried getting a card from your discard pile, but ended up with just pairing the $4 with a Horse.

Desperation: At first it wasn't limited to once per turn. You don't need to have the experience of "okay I take 15 Curses and buy 6 Provinces" twice.

Enclave: Didn't change. It's a bigger Harem!

Enhance: At first it said "Action or Treasure," now it says "non-Victory."

Gamble: The wording changed late to get rid of a poor Village Green interaction (that Vassal has).

Invest: Originally you just drew one card. It was cool when we tried it in the first game with it, then we never bought it. I upped it to 2 (and fiddled with the wording), and then we played it a bunch, trying to see just how good this experience was.

March: The initial idea was to let you play all copies of one action from your deck/discard (a descendant of a very old card that played all of your attacks). It was usually weak and sometimes nuts. I fixed it up by having it only play one copy and charging less for it.

Populate: Didn't change. Foosh!

Pursue: Didn't change.

Reap: At first it gained two Silvers for next turn, for $5. I won a game just doing that, so I changed it to a Gold for $7.

Ride: Didn't change, though I briefly tried adding +1 Buy to it.

Seize the Day: Originally you took an extra turn in which you couldn't draw cards. This seemed neat and then weak but maybe okay, but then Ben and Steveie played a game with it and Scrying Pool, oops. Not all card-drawing is "drawing." We talked about wordings to fix that, then I tried a version that limited your cards in play to 5; that was not remotely restrictive enough, you could do plenty. Maybe there was a good version of one of those, but it was late, and I tried a straight "once per game, an extra turn" and was happy with it.

Stampede: The initial idea was to reward you for not having very many cards in play; it started as "if you have 3 or fewer cards in play, gain 5 Horses." It wasn't getting used much; so, it's more generous on the situationalness and puts the Horses onto your deck.

Toil: Didn't change. This led the charge of new Events, showing that there were in fact more good things to do.

Transport: Didn't change.

* Outtakes *

As I mentioned above, the first two cards were the Smithy of Horses and the Cellar of Horses. They were great except for how slow they made games. I tried a smaller Cellar before killing it.

Already there's a card I don't want to share. This card was fine, it just wasn't great with the other things in this set. Well let's move along.

One direction I looked in for new cards was "this turn" abilities. It sounded good to trigger on treasures, effectively giving them an ability, and I tried "when you play a Gold, gain a Horse" and "when you play a Copper, +1 Buy." I had big plans to try "When you play a Silver, +$1" again too, but that didn't happen and those cards didn't work out.

One of the very old cards I dredged up was "Trash a card from your hand, discard a card, +3 Cards." It holds the distinction of being the first card in the oldest Dominion file, though I know it replaced something; I wasn't saving every image back then. In its day it was fine but then seemed redundant. I brought it back with exiling, and we tried it with the +3 Cards first and last, and then versions to try to iron out things I didn't like about it. I was never happy with it and then did a different trasher, which got me to Goatherd in the end.

Some attacks tried to cause discarding after each card play. Oh boy. Yes, "attacks," I tried more than one of these.

The cards that tried to save cards for later in Exile included one suggested by Matt, that seeded Exile with something and always made you swap. Initially it was Silver but that was nuts; then it was Copper and well, did I mention you don't really want to put your good cards into Exile for later? You just don't.

I tried some takes on cantrips that gained Horses. Conditionally; for discarding a card. It was always dangerous space; Horses are more interesting on terminals, but also I didn't want the game to get too slow, and the cantrips threatened that or did it.

Here's a cantrip that dug for an Action and put it onto your deck. Kind of a fixed Harbinger. It was unobjectionable but did not add much to the game. Another short-lived card was a cantrip that Exiled a Gold from the Supply.

I tried a card that added another VP card to the top of the Province deck. Well I never made the card, since it didn't matter for testing out the concept, but I made the VP card (it came with 2 Horses) and we played some games with one per player on top of the Provinces. You know, it has a mild charm, but did not add much.

There was a Smithy that Exiled a supply card for up to $6 when you gained it, and let other players get in on it by discarding a treasure. Then, a Smithy that let each other player play any Action card from their hand when you gained it. Sometimes it was very cool, but in practice they so often could not get use out of it. I replaced it with the first of the cards that led to Falconer.

One concept I trotted out briefly was to trash cards from low supply piles. There isn't much like that in the game and well the game doesn't need much of it.

For a while I liked the idea of a village with 20 cards in its pile, with no special connection to the pile being 20 cards. You know, it wouldn't gain copies of itself or anything, there would just be 20 of them. The idea was, for multiplayer, you put in this card and you are set for villages. So many multiplayer games, if there aren't two village piles, you have to build a deck that doesn't need very many villages. But uh surely the multiplayer players know about this already? They must be putting in those villages or living without them already, that's what I think. And it ate up a slot that stopped seeming so available, I could have a pretty 30 kingdom cards 20 events 20 ways. I came up with a lot of villages trying to be the good 20-card village; many were bad, some have potential but were no good for a 20-card pile, and some got tried out. In the end I did Village Green for this slot.

A couple cards tried to be some slightly novel way to discard cards for $.

I briefly tried a Haggler variant that had Treasures come with a cheaper card. It seemed promising and then had issues to fix and I grew weary of it.

There are Way outtakes. There were multiple versions of a Workshop. Multiple cards tried to give +$ with some formula, e.g. "per copy of this you have in play." None of those seemed as good as just plain old +$2. There was a Scheme for all copies of "this." A flip side to Butterfly, turning a card into a cheaper one but to your hand. I tested "play this twice then trash it," which had wording issues, was a lot of fun, and just messed up the game too much. A couple cards were one-shot +$ formula things. I tried Band of Misfits - all your cards do a zillion things! I tried Throne and Scepter that only worked on cheaper cards, and a Throne for Treasures. I tried Training - choose a card, the last one picked with the Way has +$1. There was an Embargo, man it didn't do much. Coppersmith seemed promising but oops it was way too mathy, you play lots of cards as Coppersmith and not all at once necessarily. There was a Bridge. There were a couple versions of Navigator, for a bit it seemed like one would make it. There was "gain 2 Horses" - what animal does that? It was an okay ability but not essential, and the name was trouble. It was called Way of the Mare, which I didn't like. I also tried a Way that gained Silver, and a "card from discard to hand."

And there are Event outtakes. An early one gave you a Gold and a Horse per Gold you had in play; man it's okay but I did better. Similarly there was, when drawing your hand this turn, +4 Cards then discard 4 cards. I tried a Witch variant that was no good. There were a couple versions of a trasher/exiler (it tried both) that looked through all your cards like Donate. There was a Harbinger. I had a free Event that gave you +$1 or a Silver; it let you turn extra Buys into $. It was a runner-up for making the set; I did better.

36
Dominion General Discussion / Menagerie Bonus Previews
« on: March 07, 2020, 03:03:09 am »
1. Way of the Chameleon: scroll down!
2. Way of the Rat: http://forum.dominionstrategy.com/index.php?topic=20150.msg825937#msg825937
3. Village Green: http://forum.dominionstrategy.com/index.php?topic=20150.msg826022#msg826022
4. Alliance: http://forum.dominionstrategy.com/index.php?topic=20150.msg826128#msg826128
5. Gamble: http://forum.dominionstrategy.com/index.php?topic=20150.msg826331#msg826331
6. Camel Train: http://forum.dominionstrategy.com/index.php?topic=20150.msg826449#msg826449
7. Way of the Horse: http://forum.dominionstrategy.com/index.php?topic=20150.msg826562#msg826562
8. Way of the Pig / Way of the Sheep: http://forum.dominionstrategy.com/index.php?topic=20150.msg826668#msg826668
9. Stampede: http://forum.dominionstrategy.com/index.php?topic=20150.msg826734#msg826734
10. Cardinal: http://forum.dominionstrategy.com/index.php?topic=20150.msg826816#msg826816
11. Desperation: http://forum.dominionstrategy.com/index.php?topic=20150.msg826945#msg826945

* * *

Bonus Preview 1: Way of the Chameleon

People asked for various things, but the big one was Ways, everyone wants to see more. Someone wanted the "vice-versa" card and someone wanted the most rule-bending things, so here's all three of those, and the most exotic thing in the set.



Durations are tricky. It only applies to this turn; if you play Merchant Ship using Way of the Chameleon, you get +2 Cards this turn and +$2 next turn. Also some things get you cards but aren't "+Cards"; Way of the Chameleon doesn't apply to them. There will be a rulebook eventually!

37
Dominion General Discussion / Menagerie Previews 5: More Cards
« on: March 06, 2020, 03:00:10 am »
And here we are with... more cards.



I warned you that there were more Duration cards. Here's Mastermind, which is like King's Court but slower. You can King's Court a King's Court in one turn; with Mastermind that's play Mastermind, next turn Mastermind a Mastermind, next turn actually play three things three times.

Menagerie has two minor themes I didn't mention yet. Surprise! The first one is reaction cards; there are five of them. Five! Four of them do the trick Sheepdog did of letting you play them at an unusual time; Black Cat is one of those. It's a Witch they have to activate for you. I will just point out now: when they gain a Province and that lets you use Black Cat, the other players gain Curses and that lets them use Sheepdogs.

The other minor theme is cards with weird costs; there are four of these, including Animal Fair. Wayfarer's weird cost is whatever the previous card cost. You could play Bureaucrat, gain a Silver, then Wayfarer costs $3. Or with two Buys, buy a Copper, now Wayfarer costs $0. Or buy an Engineer for 4 Debt and well now Wayfarer costs 4 Debt.

That's all the previews you were expecting! The cards will continue to be playable online through the weekend, then vanish, then come out properly online when the physical version is out. We still expect it around March 18.

This time for no special reason I am going to keep previewing cards until the set comes out or the rulebook is posted. These cards won't be playable online (until the whole set comes out), they will just be images to look at and ponder. I'll do one a day, and if people request stuff they'd like to see, I'll try to pick one of those things. They can be kingdom cards or sideways ones.

38
Dominion General Discussion / Menagerie Previews 4: Ways and Events
« on: March 05, 2020, 03:00:32 am »
First we have Ways. There are 20 of these. Okay so. They're landscape cards like Events and Landmarks and Projects. You deal them out the same way, except, don't use more than one Way per game (that's my advice anyway). A Way gives an alternate use to all Action cards that game. When you play an Action card, pick, do you want its normal function, or do you want the Way. If you want the Way, you just do what the Way says, that's that. It's like Action cards all say, "Choose one: that Way thing, or what this normally does." We turn the Action card sideways to remember which ones did the Way. Stuff below a dividing line is unaffected; if it's like, "While this is in play, something something," that will still happen.

Ways work any time you play an Action card. This means for example that if you play Sheepdog via its reaction, that can still use a Way if you want. If you Throne Room a card, it could be the Way the first time, not-the-Way the second time, or any combination. As always there's a rulebook, you'll get to see it eventually.



Way of the Ox is a simple one: +2 Actions. In games with this, every Action card can instead be used for +2 Actions. Your hand is nothing but Smithies? Play one for +2 Actions and away you go. Or, what was that thing from two days ago? Horses, that's right. Way of the Ox lets you play a Horse for +2 Actions, and still have it for later. And a Necropolis, well, uh, maybe the next one will be better for Necropolis.

Way of the Mole is also simple, there are a bunch of simple ones.

Way of the Turtle is a trickier one. It lets you play any card to set itself aside and replay it next turn. Way of the Turtle says "this" on it, but that's the card you played, it's not Way of the Turtle itself. You don't want your Moneylender this turn, so you Turtle it, and play it at the start of your next turn. I hear you asking, but wait, when you play it next turn, can't you just use Way of the Turtle again to save it for the turn after that? Yes, of course you can. If you want, it can be Turtles all the way down.

Online, you can click on a button on an Action card to instead do the Way with one click. You can also click on the Way itself, highlighting it, then click on an Action in hand. Cards like Throne Room and Vassal pause to give you a chance to use the Way on the extra play.

Menagerie also has 20 Events. They're just like the ones in Adventures and Empires, only new. In your Buy phase, you can use a Buy and pay the cost to generate the effect. Some of the Events involve Horses or Exile, but many don't, including these three.



Toil gives you a way to turn cash into playing Action cards from your hand. It's a secret village, for certain kinds of things. And if you just have $2 left you can't do anything useful with, you can Toil ironically.

Commerce makes some amount of Gold, depending on the variety of cards you've gained this turn. Scrap an Estate for a Silver and a Horse and you're well on your way.

Populate is a big one. You gain one card from each Action supply pile. Foosh! That's potentially 10 cards in a game without Ruins or Young Witch, though some piles may not be Actions, and if a good pile ran out, tough luck. And you can't say, "no I don't want that Beggar and that Ruined Library." You get to pick the order they show up, or online can click on a "random order" button when you don't care.

39
Dominion General Discussion / Menagerie Previews 3: Exile
« on: March 04, 2020, 03:01:02 am »
Menagerie includes Exile mats, one per player. They're a place to put cards where they're still yours but not in your deck. The Exile mat has a built-in rule to let you get the cards off of it; check it out:



What that all means will vary a lot, depending on the card doing the exiling. Eight kingdom cards use Exiling, and six landscapes; here are some of those kingdom cards.



Bounty Hunter mainly stores cards that you probably don't want to draw anymore. If you didn't have one of whatever it is in Exile already, you get +$3, so early on it helps you spike $ amounts, and then it's either a way to at least get rid of more cards, or you can consider collecting a bounty on something you weren't exactly planning on parting with. And after that it can keep Provinces out of your deck, so I mean, what's not to like.

Stockpile has a different trick: it Exiles itself. You can just buy another one to get back the first one, and Exile them again, and buy another to get back those two, and so on. Until the pile runs out anyway.

Coven has yet another trick. It hands out Curses, but they don't just poison your deck immediately; they accumulate in Exile and then one day you dump them all into your deck at once. I will just tell you now, you better not be relying on Bounty Hunter to get rid of the Curses; you can keep collecting the bounty, but Coven will keep dumping them back into your deck.

40
Dominion General Discussion / Menagerie Previews 2: Horses
« on: March 03, 2020, 03:00:05 am »
Horse is a non-supply pile. There are 30 of them. You get one via a card saying "gain a Horse" or something. If the pile is empty you can't gain one, but let's hope that doesn't happen much. Horse looks like this:



So Horse is a one-use Laboratory; it puts you up a card and then is gone. Or, you know, you don't have to play it; you can Remodel it or something. It's there for you. Once in your deck, it's just like Experiment, from Renaissance; it turns out, they were experimenting on Horses. Eight total kingdom cards use Horses, and four landscapes. Here are some of those kingdom cards.



Supplies is an easy one: when you play it, you get a Horse. The Horse goes onto your deck, so normally you'll just start with it next turn.

Scrap gives you a choice of bonuses, with more stuff for trashing a more expensive card. You could for example trash an Estate and get +1 Card and +1 Action, or trash a Horse and get +1 Buy, a Silver, and a Horse.

Livery makes everything that's expensive enough come with a Horse that turn. This works on cards you buy, or cards you get other ways. With two Liveries, everything comes with two Horses. With two Liveries, and you buy Farmland, trashing Remodel to gain a Border Village which comes with a Laboratory, you gain six Horses. Many Horses could be yours.

41
Dominion General Discussion / Menagerie Previews 1: 5 Cards
« on: March 02, 2020, 02:59:44 am »
So, it's come to this. Previews. I suppose I have myself to blame.

Menagerie - hey isn't that the name of a card? - has 400 cards, like Adventures. That includes 30 Kingdom cards. There are two major themes: Exile and Horses. There are also two kinds of landscapes: Ways and Events, with 20 of each. I'll do the math for you: 30 kingdom cards is 300 cards, plus 30 randomizers is 330, plus 40 landscapes is 370, and I'll just tell you now that there are 30 Horses. That means no Victory cards, and no other surprise extra piles.

Day 2 of previews will cover Horses, and day 3 Exile; day 4 will have landscapes, and day 5 will have... some more cards. Here on day 1 we have 5 miscellaneous cards, to get you started with a bunch, because as before the cards are immediately try-out-able at dominion.games.



Snowy Village gives you a bunch of actions and a buy, but closes the door on even more actions that turn. Some of you may remember this from the holiday joke cards that were on dominionstrategy a few years ago. I wouldn't be expecting those other cards, but this one was worth doing.

Sheepdog gives Dominion another blue dog. You can play it anytime you gain a card. It may not even be your turn. Playing it means you put it into play and get your +2 Cards; it will be discarded in that turn's Clean-up, even if it's not yours. Using the Reaction part doesn't use up an Action; it just leaps into play and draws you cards. If it draws you another Sheepdog, you can use that one right away too; you can keep playing Sheepdogs until you run out of them.

Animal Fair gives you a weird way to pay for it. The card costs $7; the alternate payment just applies when you're buying one. At the point at which you'd pay your $7, you can trash an Action from your hand instead (and can do this when you don't have $7). And then what do you get, you get +$4 and some number of Buys.

Kiln is another in the long line of Explorers. It most easily gains Treasures, but if you can play an Action after it, you can gain a copy of that, and it can even gain Night cards.

And finally Barge is a Duration card with an effect you can have now or later. Handy if you don't want to draw dead cards, or have drawn your deck already. If you take it now, it's just discarded that turn. All the sets seem to squeeze in a few Duration cards these days, and this set has four of them.

Again, those of you on dominion.games, you can probably try the cards right about now.

42
I play Merchant Ship. I buy Bonfire to trash it and Villa to go back to my Action phase, more to do. I gain the Merchant Ship with Rogue and trigger a shuffle with Vassal and it plays a Merchant Ship. Is it the same Merchant Ship? It matters. If it is Vassal stays in play, otherwise it doesn't.

But there's no way to know. Throne Rooms care "is this that card" in just the way I was trying to get rid of in other cards.

So, the ruling in these situations is, once you've shuffled a card into a deck, there are no cards that are "that card." For my example, Vassal does not stay in play.

Edit: Later in the discussion below, this turned into: "In the circumstance where you can no longer move a card, it's also no longer "that card" for effects that track a specific card."

43
Dominion General Discussion / Dominion: Menagerie
« on: January 07, 2020, 05:16:13 am »
The new expansion, Dominion: Menagerie, has been officially announced. Hey isn't that the name of a card?

Official page: http://riograndegames.com/Game/1350-Dominion-Menagerie

Functionality blurb: "This is the 13th expansion to Dominion. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."

Edit: Also we currently expect it March 18.

44
Rules Questions / Dominion 2019 Errata and Rules Tweaks
« on: September 24, 2019, 04:28:19 pm »
Crossposted so I can sticky it here.

I am changing some rules and errata-ing some cards. And this post is telling you all about it.

The reasons behind these changes are:
- It's possible for two copies of a card to have different abilities. This causes problems, the worst (extremely exotic) situation being, you play a card and don't actually know what it should do. The cards that do this are also confusing in general.
- There are cases where card interactions fail in an unintuitive way, due to it mattering if cards in a discard pile are covered up.
- Two minor rules clarify things a little and simplify texts a little, and are just coming along for the ride.

These changes will be implemented in the online program soon, and are effective now. Of course if you are playing irl you may not know about them, or may choose to do whatever you choose to do. These are changes for the better though, and I recommend using them.

Edit: I didn't think those words through and should clarify. New printings of the sets will have the new wordings, just as with Possession and Masquerade earlier. Online we will have the new wordings soon, because we can. But obviously anyone with a physical copy has whatever version they have; there's no obligation to play with the errata, and it's not great having to tell your friends, "here's some text to remember about what this card actually does." You can do it if you want but it's not essential for good times. I'm telling people about the changes now instead of whenever the sets get reprinted, because we can have the changes online in the meantime.

1. Errata

Eight cards are getting errata. Four are "shapeshifters" - they can change what they are, or what something else is. These create lots of rules questions and a few problems, and are switching to be like Captain and Necromancer - they'll play a card instead of becoming the card. Three are one-shots that would behave differently with the shapeshifters; they're changing to be more like they previously were, though this will change how they work in some other situations (e.g. with Necromancer and Captain). And then Procession is getting rid of the tracking problem introduced when the Throne/Duration rule changed a few years ago.

Someday those expansions will get printed again, and will have the new wordings, with FAQs to go with them. You can play with them right now though, through the magic of knowing about them.

New card texts:

Band of Misfits: Action, $5
Play an Action card from the Supply that costs less than this, leaving it there.

Overlord: Action, 8D
Play an Action card from the Supply costing up to $5, leaving it there.

Inheritance: Event, $7
Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")

Lantern: Artifact
Border Guards you play reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)

Death Cart: Action - Looter, $4
You may trash this or an Action card from your hand, for +$5.
----------
When you gain this, gain 2 Ruins.

Pillage: Action - Attack, $5
Trash this. If you did, gain 2 Spoils, and each other player with 5 or more cards in hand reveals their hand and discards a card that you choose.

Embargo: Action, $2
+$2
Trash this. If you did, add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)

Procession: Action, $4
You may play a non-Duration Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it.

2. Tracking for the former shapeshifters

Some cards, like the new Band of Misfits, can play a card that isn't put into play. When you play Band of Misfits, leave it in play as long as you would have left the card it plays in play. Normally that will be the same turn's Clean-up. For a Band of Misfits playing a Duration card, it will be the Clean-up of the last turn the Duration card has any effects. For a Band of Misfits playing a Throne Room playing a Duration card, it will be the Clean-up of the turn the Duration card leaves play. For a Band of Misfits playing a card that can move itself from play, like Mining Village, the Mining Village can't move itself, and Band of Misfits would still stay out until Clean-up anyway, due to the normal rule for leaving cards out until Clean-up. If a Band of Misfits plays multiple Duration cards (e.g., you used Throne Room on it), leave it out until the Clean-up of the last turn that one of them still had effects.

These rules apply to all of the cards that play cards without putting them into play: currently, Band of Misfits, Overlord, Inheritance, Necromancer, and Captain.

3. The new lose-track rule, now stop-moving, and getting things from your discard pile

Sometimes, the game wants you to not move a card further. I used to call this lose-track, because it existed due to situations where you'd really lose track of the card. But mostly you know right where the card is, so now I am calling it the stop-moving rule. And it's changing too, as follows.

The stop-moving rule: An effect can move a card if it specifies where the card is coming from, or if the effect put the card where it is now. If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card. Played cards expect to be in play; they can't move themselves if they aren't. Gained cards are expected to be where they were gained to, even if this isn't the discard pile. Cards in discard piles can be moved even if covered up by other cards; cards on top of a deck can't be moved once covered up.

Additionally, when you are told to get a card from your discard pile, you can look through it to get the card. That's just implicit. You don't have to just look at the top couple of cards, you can look through the whole discard pile.

The main change here is that previously you'd lose track of something if it were covered up in your discard pile, and now you don't. So for example if you Replace an Estate into Skulk, previously you would lose track of the Skulk when you gained a Gold and covered it up, but now you won't, you will put the Skulk onto your deck.

4. You can gain non-Supply cards when called out.

When a card tells you to gain a non-Supply card by name, you can gain it from its pile, even though it's not in the Supply.

This is just letting me drop "from its pile" from those cards, which wasn't a great way to make it clear that you really get to gain them.

5. Costs don't go below $0.

The cost in $ of a card can't go below $0. The cost in [potion] of a card can't go below 0 [potion]; the cost in [debt] of a card can't go below 0 [debt].

This is something that cards like Bridge have said; now it's just a rule, and covers the potion and debt cases since people ask. What does Vineyard cost with a Highway in play? Same as without it - zero coins, one potion, and zero debt.

45
Dominion General Discussion / Dominion 2019 Errata and Rules Tweaks
« on: September 24, 2019, 04:05:01 pm »
I am changing some rules and errata-ing some cards. And this post is telling you all about it.

The reasons behind these changes are:
- It's possible for two copies of a card to have different abilities. This causes problems, the worst (extremely exotic) situation being, you play a card and don't actually know what it should do. The cards that do this are also confusing in general.
- There are cases where card interactions fail in an unintuitive way, due to it mattering if cards in a discard pile are covered up.
- Two minor rules clarify things a little and simplify texts a little, and are just coming along for the ride.

These changes will be implemented in the online program soon, and are effective now. Of course if you are playing irl you may not know about them, or may choose to do whatever you choose to do. These are changes for the better though, and I recommend using them.

Edit: I didn't think those words through and should clarify. New printings of the sets will have the new wordings, just as with Possession and Masquerade earlier. Online we will have the new wordings soon, because we can. But obviously anyone with a physical copy has whatever version they have; there's no obligation to play with the errata, and it's not great having to tell your friends, "here's some text to remember about what this card actually does." You can do it if you want but it's not essential for good times. I'm telling people about the changes now instead of whenever the sets get reprinted, because we can have the changes online in the meantime.

1. Errata

Eight cards are getting errata. Four are "shapeshifters" - they can change what they are, or what something else is. These create lots of rules questions and a few problems, and are switching to be like Captain and Necromancer - they'll play a card instead of becoming the card. Three are one-shots that would behave differently with the shapeshifters; they're changing to be more like they previously were, though this will change how they work in some other situations (e.g. with Necromancer and Captain). And then Procession is getting rid of the tracking problem introduced when the Throne/Duration rule changed a few years ago.

Someday those expansions will get printed again, and will have the new wordings, with FAQs to go with them. You can play with them right now though, through the magic of knowing about them.

New card texts:

Band of Misfits: Action, $5
Play an Action card from the Supply that costs less than this, leaving it there.

Overlord: Action, 8D
Play an Action card from the Supply costing up to $5, leaving it there.

Inheritance: Event, $7
Once per game: Set aside a non-Victory Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")

Lantern: Artifact
Border Guards you play reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)

Death Cart: Action - Looter, $4
You may trash this or an Action card from your hand, for +$5.
----------
When you gain this, gain 2 Ruins.

Pillage: Action - Attack, $5
Trash this. If you did, gain 2 Spoils, and each other player with 5 or more cards in hand reveals their hand and discards a card that you choose.

Embargo: Action, $2
+$2
Trash this. If you did, add an Embargo token to a Supply pile. (For the rest of the game, when a player buys a card from that pile, they gain a Curse.)

Procession: Action, $4
You may play a non-Duration Action card from your hand twice. Trash it. Gain an Action card costing exactly $1 more than it.

2. Tracking for the former shapeshifters

Some cards, like the new Band of Misfits, can play a card that isn't put into play. When you play Band of Misfits, leave it in play as long as you would have left the card it plays in play. Normally that will be the same turn's Clean-up. For a Band of Misfits playing a Duration card, it will be the Clean-up of the last turn the Duration card has any effects. For a Band of Misfits playing a Throne Room playing a Duration card, it will be the Clean-up of the turn the Duration card leaves play. For a Band of Misfits playing a card that can move itself from play, like Mining Village, the Mining Village can't move itself, and Band of Misfits would still stay out until Clean-up anyway, due to the normal rule for leaving cards out until Clean-up. If a Band of Misfits plays multiple Duration cards (e.g., you used Throne Room on it), leave it out until the Clean-up of the last turn that one of them still had effects.

These rules apply to all of the cards that play cards without putting them into play: currently, Band of Misfits, Overlord, Inheritance, Necromancer, and Captain.

3. The new lose-track rule, now stop-moving, and getting things from your discard pile

Sometimes, the game wants you to not move a card further. I used to call this lose-track, because it existed due to situations where you'd really lose track of the card. But mostly you know right where the card is, so now I am calling it the stop-moving rule. And it's changing too, as follows.

The stop-moving rule: An effect can move a card if it specifies where the card is coming from, or if the effect put the card where it is now. If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card. Played cards expect to be in play; they can't move themselves if they aren't. Gained cards are expected to be where they were gained to, even if this isn't the discard pile. Cards in discard piles can be moved even if covered up by other cards; cards on top of a deck can't be moved once covered up.

Additionally, when you are told to get a card from your discard pile, you can look through it to get the card. That's just implicit. You don't have to just look at the top couple of cards, you can look through the whole discard pile.

The main change here is that previously you'd lose track of something if it were covered up in your discard pile, and now you don't. So for example if you Replace an Estate into Skulk, previously you would lose track of the Skulk when you gained a Gold and covered it up, but now you won't, you will put the Skulk onto your deck.

4. You can gain non-Supply cards when called out.

When a card tells you to gain a non-Supply card by name, you can gain it from its pile, even though it's not in the Supply.

This is just letting me drop "from its pile" from those cards, which wasn't a great way to make it clear that you really get to gain them.

5. Costs don't go below $0.

The cost in $ of a card can't go below $0. The cost in [potion] of a card can't go below 0 [potion]; the cost in [debt] of a card can't go below 0 [debt].

This is something that cards like Bridge have said; now it's just a rule, and covers the potion and debt cases since people ask. What does Vineyard cost with a Highway in play? Same as without it - zero coins, one potion, and zero debt.

*** Update! ***

Did I say that was the errata? There is more errata.

As a result of posting the errata, people have talked about it in forums and things, and the ShuffleiT version has gotten worked on. And this has resulted in two more desired changes. Well I'm counting it as two. And well the cards still won't be printed for months at least, but the online version is changing soon, so here they are.

The first is, when you are told to get a card from your discard pile, if it's not on top, or the card is chosen, you can look through your discard pile to get the card. You don't get to look through your discard pile to take the top card (again unless you're choosing a card from your discard pile). This change is because, well the idea to messing with when you could look in your discard pile was to fix some weird situations, not to add "look through your discard pile" to cards like Watchtower that never had it. In the rare situations where you gain a card and want to use Watchtower and the card is no longer on top, you get to look through your whole discard pile; when it's on top, just take the card like you used to.

The second is, further errata for four cards to prevent loops. You could do things like, play a Bridge and use Inheritance on Band of Misfits and then play Band of Misfits to play Estate to play Band of Misfits to play Estate and it's a loop. The fix here is a type on these cards, that they then don't work with. This affects very little other than getting rid of the loops; Courtier is better with these cards, and if you e.g. have an Adventures token on Band of Misfits and wanted to play Captain to play Band of Misfits (with a Bridge) to take advantage of that, well, now that doesn't work. This fix includes Overlord even though it wasn't part of the loops, just to be safe for the future and because it looks like the other cards and this seems less confusing. And hey it was already getting errata. To avoid "non-Victory non-Command" on Inheritance, I'm dropping non-Victory, which was just there for the old way Inheritance worked.

So:

Band of Misfits: Action - Command, $5
Play a non-Command Action card from the Supply that costs less than this, leaving it there.

Overlord: Action - Command, 8D
Play a non-Command Action card from the Supply costing up to $5, leaving it there.

Inheritance: Event, $7
Once per game: Set aside a non-Command Action card from the Supply costing up to $4. Move your Estate token to it. (During your turns, Estates are also Actions with "Play the card with your Estate token, leaving it there.")

Captain: Action - Duration - Command, $6
Now and at the start of your next turn: Play a non-Duration non-Command Action card from the Supply costing up to $4, leaving it there.

46
The Bible of Donald X. / Donald X.'s Guide to 12 Dominion Expansions
« on: February 18, 2019, 11:49:54 am »
Lots of people ask: what Dominion expansion should I get next? They have different criteria in mind and well this guide will try to answer that question for a variety of criteria.

It can be helpful to look at the cards, see what's in the expansions. The wiki has images of all of them: http://wiki.dominionstrategy.com/index.php/Main_Page

TERSE DESCRIPTIONS

Mainly there's the main set and 12 expansions. You technically don't need the main set - you could know the game and get Base Cards plus any expansions. So I have to consider it too.

Small - 150 cards: Alchemy, Cornucopia, Guilds
Regular - 300 cards: Intrigue, Seaside, Prosperity, Hinterlands, Empires, Renaissance
Large - 400 cards: Adventures
Extra large - 500 cards: Dominion (due to base cards), Dark Ages, Nocturne

Dominion: The main set - includes base cards needed to play. The focus is on simplicity.
Intrigue: Cards that give you a choice, and victory cards that do something.
Seaside: Duration cards - they do something this turn and next turn.
Alchemy: Potions - a new resource that most of the cards in the set require to buy them.
Prosperity: Adds Platinum and Colony as a step above Gold and Province; Treasures that do things, VP tokens (worth 1 VP at end of game).
Cornucopia: Variety theme.
Hinterlands: "When you gain/buy this" theme.
Dark Ages: Trash theme; Shelters to replace starting Estates; Ruins which are similar to Curses; Spoils which is a one-use Gold.
Guilds: Coffers tokens ($ you can save), overpay (pay extra for a card to get an effect when buying it).
Adventures: Duration cards return; Reserve cards you can save until you want to use them; Events, effects you can buy that aren't cards.
Empires: VP tokens return; more Events; Landmarks, things you don't buy that modify scores; Debt that lets you pay for a card later; Split piles with two or more cards in them.
Nocturne: Night - a new phase after the Buy phase with cards usable then; Boons/Hexes - small random good/bad things that cards generate; non-supply Spirits; cards with Heirlooms that replace starting Coppers.
Renaissance: Coffers tokens return; Villager tokens (+1 Action you can save); Projects, abilities you can buy that aren't cards; Artifacts, abilities only one player can have at a time.

But wait, there are other products you might find. I'll ignore these elsewhere in this guide, but let's see what they are.

Dominion and Intrigue were changed, with 6 cards dropped and 7 cards added. Thus we have:

Dominion, first edition: This is the only way to get the 6 cards dropped from Dominion. They were dropped with good reason! You don't need this. And it's not in print (in English), though there are lots of copies out there.
Intrigue, first edition: Similarly this is how you get the 6 cards dropped from Intrigue. You don't need them. Also this version of Intrigue was standalone - it has the base cards needed to play, meaning it's 500 cards.
Dominion Update Pack: Just the 7 cards added to Dominion. If you don't have them they are a great source of 7 pretty simple but still interesting cards. This is out of print (the expectation being that the people who wanted it got it, and new copies of Dominion just have the new cards).
Intrigue Update Pack: And the 7 cards added to Intrigue. They are pretty sweet imo. Out of print.

The other expansions through Adventures got new versions with improved layout, but no new cards.

There's more:

Base Cards: Just the basic cards needed to play - Copper Silver Gold Estate Duchy Province Curse - plus a few similar things that have appeared in expansions - Platinum Colony Potion. Once they were prettier than the main set / expansion versions; now everything is even prettier. You could want this in order to aviod buying Dominion itself, though it's a fine product, or if you want to go to 5-6 players.
Promos: Over the years some promos have come out. They're are a mixed bag, typically too weak or too strong. Some of them are fun though. You can buy them at BoardGameGeek and support the site at the same time.
Mixed Box: It's Cornucopia plus Guilds in one box; we no longer sell them separately (in English). I couldn't quite bring myself to combine them in this guide though.
Big Box: The current one is Dominion plus Intrigue plus extra base cards so you can play with 5-6 players. The old out of print one was Dominion plus Prosperity plus Alchemy, for some reason.

Non-English language versions include different Big Boxes and different Mixed Boxes and random assortment products; I don't have all the information on those. Hobby Japan also makes rethemes - mixes of cards from multiple expansions, with different flavor. You can look those things up on BoardGameGeek if you want. 999 Games makes an intro product in Dutch that's smaller than the normal main game.

LONGER DESCRIPTIONS

If you just want a few sentences more on each set, I'm there for you.

Dominion: Some of the simplest cards in the game, covering all the most common kinds of abilities. Most of you have this already. If you don't, I recommend getting it; while it's possible to get base cards elsewhere, these cards are great to add to your games.

Intrigue: This expands on the main game in the simplest way possible, without much to send you to the rulebook. There is a theme of cards that give you a choice - something like "choose one..." or "name a card." There are also Victory cards with abilities, including Action - Victory cards and a Treasure - Victory card, plus a few cards that like those cards.

Seaside: Introduces Duration cards - orange cards that set up something to happen in the future. Many of them simply do something this turn, and that thing or another thing on your next turn. The rest of the set has some related cards, like stuff that interacts with the top of your deck. Duration cards were much admired on their debut. They finally came back in Adventures, and the later sets each have a few Duration cards. But they started out here.

Alchemy: Adds a new basic pile, Potions, which produce a new resource. To buy cards with the potion symbol in the cost, you need to play a Potion. The set also has an action-chaining theme, which it got to make sure that most of the cards were worth buying a Potion for even if no other cards in the game required a Potion. Some people adore Alchemy, but it tends to be people's least favorite set.

Prosperity: The overall theme is "spendy." There are Platinum and Colony, new base cards above Gold and Province; there are Treasures that do things when you play them or while they're in play; and there are at last cards that cost $7. There are also three cards that use VP tokens - a way to have VP without it being a card in your deck.

Cornucopia: There are no new rulebook mechanics in this small expansion. The theme of the set is variety, with cards that care about the variety of cards you have in your deck, or in your hand, or in play, and some cards that can get you more variety.

Hinterlands: This is a simpler set. The main theme is cards that do something (extra) either when you buy them or when you gain them. There are 3 Reactions, 3 special Treasures, and 3 Victory cards, but that's only 7 cards total. A number of cards push "filtering" - getting through your deck without using all the cards.

Dark Ages: This is a sprawling set full of crazy combos. There is a trash theme, cards that do something when you trash them, lots of ways to trash things, and a few things that care what's in the trash or can take cards out of it. The Ruins pile is like Curses but more interesting, with 3 cards handing them out. The Spoils pile is an unbuyable one-use Gold that 3 cards give out. Starting Estates can be replaced with Shelters, which have little abilities to spice up those games.

Guilds: A small set with two themes: Coffers tokens, which you can cash in in your Buy phase for +$1, and overpay, which is cards that let you pay extra for them in order to generate an effect when you buy the card.

Adventures: Duration cards return, including Duration attacks and Duration cards that just hang around in play all game. The Tavern mat gives you a place to put Reserve cards, which go to your mat when played and can be "called" off later to do what they do. For the first time a new kind of card is shuffled in with the randomizers (or kept separate if you prefer): Events. A game can have 0-2 Events; they give you an effect you can buy in your Buy phase, but aren't a card in anyone's deck. There are two Travellers, cards that upgrade themselves four times each.

Empires: VP tokens return, with lots of uses for them, including cards that they pile up on. In addition to more Events, there are Landmarks, more randomizer-deck cards that can be added to a game. They provide a way to score VP, sometimes with tokens or sometimes just calculated at the end of the game. You use 0-2 Events/Landmarks total. Some cards cost Debt, which means you don't have to pay for the card now, but can't buy other things until you finish paying off the Debt. There are 5 Split piles that have two different cards in them - five copies of each - plus the Castles pile with 8 different Victory cards.

Nocturne: This expansion adds a new phase, Night, which occurs after the Buy phase and before Clean-up. The only thing it means is, there are Night cards that you only play then. This lets them care about what happened during the turn, and many of them do; others go right into your hand when gained, so you can buy one and then immediately play it at Night. There are two small decks of random good/bad effects, the Boons and Hexes, and cards that cause you to turn over one of those cards and see what happens. Seven cards have Heirlooms, which are special Treasures that replace a starting Copper in games using that card. Several cards use new non-Supply cards, the Spirits. Overall it's the most flavorful set.

Renaissance: This set is much simpler than the last few, but still has four mechanics. Coffers tokens return, paired with Villagers, which are tokens you can cash in in your Action phase for +1 Action. Projects are randomizer-deck things like Events, but instead of getting a one-time effect, you get a permanent ability. You use 0-2 Events/Landmarks/Project per game. Artifacts are non-deck cards that only one player can have at a time; the cards that produce them will let you take them from other players.

LET'S START OFF SIMPLE

The main set is especially simple; start there! Intrigue is next simplest, adding just "Victory cards can do things" as a concept, and never really sending you to the rulebook. Hinterlands is pretty simple, and then, simple but with more new stuff, we have Seaside, Prosperity, and Renaissance.

I JUST WANT THE BEST EXPANSIONS OKAY

You get better with experience; I think the later sets - Adventures, Empires, Nocturne, Renaissance - are all more polished than the earlier sets, with fewer duds, and lots of exciting content. I also especially like the revamped Intrigue, and Dark Ages. Note however that Adventures, Empires, and Nocturne are the three most complex expansions.

I WANT THE SETS THAT ADD THE MOST TO THE GAME

Adventures, Empires, and Renaissance add not just kingdom cards but also Events / Landmarks / Projects, which add lots of variety to the game. After those, some expansions mess with the starting decks or basic cards: Prosperity adds Platinum / Colony; Dark Ages has Shelters and is also 500 cards; Nocturne has Heirlooms.

I WANT LOTS OF PLAYER INTERACTION

Empires has the most interaction overall: it has attacks, split piles, and Gathering piles (they accumulate tokens one player will get), plus many of the Landmarks are interactive.

I HATE ATTACKS

Renaissance only has two, getting much of its interaction from the Artifacts that players can compete for. Prosperity and Empires only have three, although Prosperity's three get played a lot. All three sets make up for that reduced interaction by having more non-attack interaction.

WAIT, I LOVE ATTACKS

Intrigue and Seaside have some especially vicious attacks, attacks that make the game be about that card. Dark Ages has fewer attacks by %, but they include the ones that give out Ruins cards, plus the Knights pile; if you like attacks, you will want to see the Knights. Nocturne has attacks that give out Hexes, which are random effects.

I WANT THE BEST PLAYER TO WIN

Any new expansion you get will favor the best player for a while. Empires helps the better player via VP tokens, so many ways to catch up to a lead in Provinces. Dark Ages and Renaissance help the player better at spotting card interactions. Renaissance and Guilds help the player better at knowing when to use up Coffers and Villagers.

I WANT CRAZY SURPRISING THINGS TO HAPPEN

Nocturne has the most randomness, with completely random Boons and Hexes. Dark Ages and Renaissance push card interactions, and can produce lots of crazy surprising ones.

I WANT BIG BUT LESS SURPRISING THINGS TO HAPPEN

Prosperity has a "big" theme, with Platinum and Colony as the next step from Gold and Province, and cards costing $7. Empires picks up from there, with a treasure that doubles your $, an Event that makes 15 VP total, and cards that cost 8 debt.

I LIKE THEME

Nocturne and Adventures stand out as having more thematic cards than other expansions - at the expense of, they're more complex too. Dominion's theme gets singled out some for ridicule, but well, whether that's your stance or not, those expansions are heavier on theme.

WHICH SETS HAVE THOSE COOL METAL TOKENS

Empires has VP tokens and Debt tokens; Prosperity has VP tokens and coin tokens; Seaside has coin tokens and Embargo tokens (they are only used with Embargo). Guilds and Renaissance have coin tokens. In terms of actually using the tokens, Empires and Renaissance get the most out of their metal.

NO FIDDLY BITS FOR ME

Dominion, Intrigue, and Hinterlands have no extra bits and no extra piles.

WHAT'S NEXT IF I LIKED...

Dominion: Intrigue does the least to stray from the basics.
Intrigue: Empires has lots of VP tokens, which are more non-deck VP. Guilds and Renaissance push choices.
Seaside: Duration cards return with a vengeance in Adventures.
Alchemy: If you liked the action-chaining, try Dark Ages.
Prosperity: Empires is kind of a sequel to Prosperity.
Cornucopia: There isn't much that cares about variety outside of Cornucopia, but some sets help you get variety - Dark Ages, Nocturne.
Hinterlands: All later sets have a little when-gain, but Renaissance has more than usual.
Dark Ages: Renaissance has some more trash-combo stuff. Nocturne has more non-Supply piles and starting-deck cards.
Guilds: Renaissance revisits Coffers. Hinterlands debuted when-gain, related to the overpay cards.
Adventures: Seaside debuted Duration cards. Events are also in Empires, and the related Projects appear in Renaissance. If you liked the flavor, Nocturne is especially flavorful.
Empires: This is kind of a sequel to Prosperity. Adventures debuted Events, and Renaissance has the related Projects.
Nocturne: Dark Ages has more non-Supply piles and starting-deck cards. Adventures also has fantasy elements.
Renaissance: Guilds introduced Coffers. Dark Ages has more trash-combo stuff, Hinterlands more when-gain. Adventures and Empires have Events, which are related to Projects.

BUT WHAT WOULD SOMEONE ELSE RECOMMEND

Seaside and Prosperity! When they came out they were the best sets. People have a lot of nostalgia for them. Duration cards from Seaside were popular; some people never want to play without Platinum and Colony from Prosperity. Among the later sets, Empires was especially well received.

If you look at BoardGameGeek ratings, expansion ratings are always warped; an expansion (correctly) tends to only get rated by people who have it, which tends to be people who were pretty pleased up to then. So expansions rate higher than games, and later expansions rate higher because the people who bought ten expansions are bigger fans than the people who bought two. So you can't just look at the ratings and get a clear story. Still, trying to take that into account, Prosperity and Empires stand out as outliers, higher than expected.

HEY WHAT ABOUT CORNUCOPIA AND ALCHEMY?

None of the above categories recommend these expansions. In the case of Alchemy, well, it's most people's least favorite expansion; I'd get it last. Cornucopia I think is great; it just doesn't fall into any of those categories. The variety theme is a unique thing that people like but don't specifically ask for.

AND THAT'S THAT

There you have it. When people say, what expansion should I get next, here is a thing you can link them to.

47
Dominion: Renaissance Previews / Secret History discussion thread
« on: November 09, 2018, 04:07:05 am »
Since you can't discuss it in that thread. http://forum.dominionstrategy.com/index.php?topic=19203.0

48
The Bible of Donald X. / The Secret History of Dominion: Renaissance
« on: November 09, 2018, 04:06:04 am »
Going into work on this set, I had two plans. First, to see what I could do with States. States showed up in Nocturne, just as a way to deal with tracking for a few effects; I had put no work into trying to see what I could do with them, and well probably I could do something with them. Second, to try to do more with the coin tokens from Guilds. They were popular and it seemed like maybe I could actually do more with them.

Along the way I added a third goal: to make a set that was much simpler than the last few sets. The expansions naturally get more complex as you go along, since you run out of new simple things to do. I felt like things had gotten too complex though, and wanted to swing things back the other direction as much as possible. So the set intentionally has a bunch of off-theme cards, which is to say, cards that don't involve any of the new mechanics; and I limited myself to text that would fit with the large font, and for the landscape cards, text that would fit with the large font on two lines (then Innovation needed three during layout due to the expansion symbol). And the set tried to stay simple in other ways too.

Initially I did two things with States: I had ones that one player could have, and ones that every player got a copy of. The ones that every player got could turn over; one side would have a rule that let you upgrade it. We liked these a lot.

One of the two-sided States was a lot like the Journey token from Adventures - it was, some cards flipped it over, but when it flipped over one way nothing happened, and the other way gave you +1 Action. So some cards essentially had +1 Action half the time you played them. This was cool. But wait: maybe I could just have +1 Action tokens, to go with the +$1 tokens. And I switched to that and it was even better.

So... +1 Buy tokens? I had them in the set for a bit there. And there was a 4th mat, unrelated to the others. In the end I felt like, we were eating up so much table space with mats, and hey what about being simpler. So there are just Coffers and Villagers. And they got those names and notation and then since we were updating Guilds for reprinting it got the Coffers mat too.

The other two-sided States, they were good times, but did not go well with the idea of a simpler expansion. Here, read this extra card, now turn it over. They turned into Projects: you pay to put a cube on a card, and now you have that ability. This is not only simpler - no second side to read, no text to explain how to upgrade it - it also means only one card per Project, rather than six (for six players) per two-sided State. So I could fit way more of them into the set, hooray.

The one-sided States persisted, but somewhere along the way I realized I should use a different name for them, to clarify that only one player got them. So they are Artifacts. The Artifacts were tricky; you want them to move around but not every turn, and they want to be attractive but not have the game hinge on them. I thought there might be 8; there are 5, and I struggled to get those.

Coffers tokens were also problematic; when you have a giant pile of those tokens, it's pretty demoralizing for the other players, and sometimes it's even a good strategy. So only one card gives +2 Coffers each time it's played, and some only sometimes produce +Coffers, and some do it when-gained. Villagers tokens had no issues. Go ahead and get a bunch if you want.

So, I think that covers it: Coffers, Villagers, Artifacts, Projects, and cards that do none of those things.

It turned out Ben King had been working on a Dominion program as a fun project, and he programmed in Renaissance and we playtested it some there. Thanks Ben! He also wrote some bots to demonstrate how powerful some particular cards were.

* Cards *

Acting Troupe: Here you go, some villagers. At first this gave +5 Villagers. Too many.

Border Guard: For a while this had no Artifacts. I wanted more Artifacts and saw that I could add one here, which was Lantern. Then I needed to put another Artifact somewhere and saw that this could have two Artifacts, so it got Horn.

Cargo Ship: The concept debuted on a 2-sided State, limited to Treasures. The first version as a card set aside all gains, and doled them out at one per turn, like Archive. Then it was just one card, and that was better but weak - it cost $5. I tried it with +2 Coffers, then just lowered it to costing $4 and then $3.

Ducat: A late card. I needed a $2, and a +1 Buy card. Matt suggested making it a Treasure and there it is. It didn't change, but it did get argued about. Adam felt like it was "strictly better" than Candlestick Maker. I am pretty sure it isn't. What feels better is when you trash a Copper with it... which effectively costs you $3. But any which way, one is a Treasure and one an Action, and various things make those categories matter. It and Candlestick Maker are more similar than most pairs of cards, and well, twelfth expansion, trying to have simple cards, no regrets.

Experiment: We tried several versions of this. After a bit as a Smithy (based on another card that died), it switched to a Lab, because that way there's usually no tracking (it uses an Action but gives +1 Action, so when it vanishes your play area still tells you the whole story, yes unless you Throne it or something). For a bit they both went to the same place - e.g. if you used Sculptor to gain Experiment, both Experiments went to your hand. That was too confusing for how often it came up. There was a version that was two different cards, the first gained you a copy of the second (the second being non-supply); there was a version that was three one-shot Labs instead of two; there was one that was like Border Village, it got you a cheaper card instead of another Experiment. In the end it's two one-shot Labs, which it was early on, but with a better wording.

Flag Bearer: Originally you took the Flag when you played it. Well at some point maybe you are drawing your decks and you just pass it back and forth. That isn't so great. I briefly tried only getting the Flag if Flag Bearer was your first play of the turn; then if you're drawing your decks it just sits there on the player who got lucky. Also bad. Changing it to when-gain/trash fixed it up every which way; anyone could take it on their turn, so it's not "those two are fighting over that, let them," and yet the cost varies (maybe this turn you have $5) and gets higher over time (how many of these Flag Bearers can my deck really handle).

Hideout: One of the first cards in the set, and it never changed.

Improve: Ben and Steveie requested I make a new card that gave you card progression reminiscent of Procession. At first it cost $4, and triggered when discarding a card from play. It shifted to the start of Clean-up in order to avoid having it be possible for every effect in Dominion to happen in the middle of discarding your cards.

Inventor: One of the 2-sided State cards was a Workshop that could get you a Scheme-a-turn that turned into Citadel (but it worked on Treasures too). For some reason I added a Bridge effect to it, while it still used a State. Then I decided the State needed a different card, but kept the Workshop plus Bridge card sans States. We also tried it at $5 with the bottom part of Silk Merchant, but that was too helpful. Inventor does mega-turns, and ideally you don't always have just what you need there.

Lackeys: Originally it was +2 Cards, turn over your thing that gets you +1 Action half the time. It went straight from that to the final version.

Mountain Village: The last card added. An early village with a negative Artifact didn't work out; then I made a new village with two Artifacts that also didn't work out. I decided the move was to just try to have a cool village, and not care about the Artifact being tacked-on, and this was the stand-out from the things I tried. At first you got an Artifact if your discard pile was empty; then I tried giving you the Artifact and +1 Card, and finally moved the Artifact to Recruiter (not what it did, but just, having an Artifact) (and of course Recruiter didn't keep it).

Patron: The first version had a two-sided State (it was a Cathedral that turned into a Cargo Ship for Treasures if you trashed a $5+ card). When those went away, I preserved the top and added the reaction. I fiddled with the wording some, to try to make it clear, but the idea stayed the same.

Priest: This started out giving you an Artifact if you trashed a card costing $3 or more; the Artifact had you draw a card each time you trashed a card. Sometimes the Artifact felt really important, and it sucked to have to eat your deck to fight over it. I tried changing the condition to "if you trashed a card that hadn't been trashed yet," then dropped the Artifact, and switched to getting a bonus per trash right on the card. The bonus was +$2 first, but I also tried +1 Coffers for comparison. It gets rid of some tracking but I liked +$2 better.

Old Witch: For a while the set's Witch was "Choose one: +3 Cards; or take the Evil Eye; or each other player gains a Curse." The Evil Eye was an Artifact that had you Curse the other players whenever gaining VP. We had fun with it for a while. Going for Evil Eye early and hard didn't work, but when someone did take the Evil Eye at a reasonable time, they would suddenly hand out so many Curses. Another issue was, wait, if you Moat this, they can't take the Artifact from you? Matt suggested it not being an Attack, which would have had a certain something - Young Witch has a built-in Moat, Old Witch is un-Moat-able. In the end I gave up on it and replaced it with this, the Witch that only temporarily gives you Curses.

Recruiter: I tried trashing a card for +Coffers, and for a mix of +Coffers and +Villagers. It turned out to be too good of a strategy by itself - just madly convert your cards into tokens. But +Villagers by itself wouldn't have that problem, so I made that card and it was great. A kind of inverse Apprentice. Then at the last minute it got an Artifact, in order to not have the Artifact on Mountain Village. Then at the very last minute I moved the Artifact to Border Guard. We'd been happy with Recruiter, and this way I avoided having another card with multiple mechanics.

Research: Gradually, the set developed an at-first unintentional trash-for-benefit theme - cards that do something when gained or trashed, plus nice ways to trash them. So when I was filling the last few slots, I tried to get in some more of that. This is like Apprentice, but you get the cards next turn, and since they're set aside you have to have cards left to set aside for it.

Scepter: A way to replay actions was an old idea. Well Royal Carriage does it but you know, as a card you played. Royal Carriage happened, but this did not, because what if this game there's no card with +1 Action? You couldn't play your after-the-fact Throne Room. A fix is to make it a Treasure, and that card tried out for Nocturne. Well first it was a Night card, and both the Night and Treasure actually returned you to your Action phase, so that most effects would be meaningful. I didn't feel like it was adding much, and changed it to a Treasure that didn't change phases, which meant that many cards were now no good with it. Which I liked; it made it more of a combo card. It was a poor fit for a set with a lot of Night cards though. It made a list of cards to try in the next set, and when the time came, we tried it again, and then I made it both weaker when strong and stronger when weak, by changing it from always making $1, to either making $2 or replaying a card.

Scholar: This never changed. A poster child for the set being simple.

Sculptor: One of the first cards in the set. It used the "+1 Action every other time" thing like Lackeys, then switched to +1 Villager, and that's that.

Seer: At first it got you cards costing $2 or less, but that was too strong early on. Then $2 or $3, then $2-$4.

Silk Merchant: Briefly this was like a Pawn when gained/trashed, only with tokens in place of +$1 and +1 Action. I always like the idea of a when-gain that can draw cards, but it never survives, for the same reason: in the default situation, you don't want the cards. And then the triggered +1 Buy was problematic. So, no choice, it just gives you the other two.

Spices: Briefly there was a treasure that gave you your choice of a mix of 2 tokens when you played it - Coffers, Villagers, or the +Buy mat. Then, a treasure worth $2 that gave you +2 Coffers and +1 Buy mat token when gained; this was somewhat inspired by a card of Matt's. Then I got rid of the +Buy mat, but moved the +Buy to the top of the card.

Swashbuckler: An early poster child for the 2-sided States gave +3 Cards and added a token to the State (or took it if you didn't have it); when one side got 3 tokens it flipped over and gave you +3 Villagers, and when the other side got 3 tokens it flipped over and got you +3 Coffers and 3 Golds. It was called Jungle Explorer, and the state was Base Camp / Ancient Ruins. When the 2-sided States died, I tried to capture at least some of the spirit of the card, and this is how I did it.

Treasurer: Initially this couldn't get stuff from the trash. That change gave it combos and was great. Late in the going I wanted to try to have more Artifacts and squeezed the Key onto this. It didn't need it to be good enough; it was just a place that I could reasonably fit an Artifact.

Villain: I tried a few different Militias before getting here. When it got close to what it is, there were versions that looked for cards costing $3+ or $5+, versions that made you discard all copies of what you discarded, and versions that only attacked if you had enough Coffers tokens.

* Projects *

Academy: Unchanged, though there were many unrelated cards called Academy.

Barracks: One of the first Projects, and it never changed.

Canal: Unchanged. A lot of these ideas were just fine from the get-go.

Capitalism: There was a thing that made your Silvers be Peddlers in your Action phase, then a thing that tried making your Treasures into Actions. It just isn't useful often enough. Once I hit on this, it was a question, should it be "+$ amounts" or specific ones, e.g. "+$2 or +$3." We tried it both ways.

Cathedral: This started as the front of a 2-sided State, that turned over if you trashed a card costing $5+. Once it became a Project, it didn't change.

Citadel: This also started as part of a 2-sided State, though it was the harder-to-get 2nd side. It originally replayed your first play each turn, which could be Action, Treasure or Night; this was just too confusing though, everyone just mentally thought it only worked on Actions. Spelling it out was poor, so, it just works on Actions. So much for the sneaky Throne Room for Night cards.

City Gate: The last Project. Unchanged.

Crop Rotation: This was $5 and "discard an Action," then $5 and "Victory," then the final version.

Exploration: At first this gave +2 Coffers. Ben demonstrated that it was too strong with a bot.

Fair: Another early Project that never changed.

Guildhall: Unchanged.

Fleet: This started and ended at $5, but went up to $8 in the middle. I messed with the wording so that the turn order would be natural.

Innovation: This started at $5.

Pageant: This cost $2 at first, but a Project can't cost $2 (unless it has a penalty) - you just automatically buy it sometimes.

Piazza: Unchanged. Werothegreat suggested doing a one-card Golem Project; Matt pitched it as a Vassal; there it is.

Road Network: Unchanged.

Sewers: Unchanged.

Silos: Unchanged.

Sinister Plot: Early on I had a Duration card that sat there accumulating Coffers tokens until you popped it. There were a few versions. It's no fun seeing a giant pile of tokens on the other side of the table, so these died. Then I brought it back as the same thing but for +Cards. Somehow way more tolerable. So one day, you'd have a big turn. This was in the set for a while. Then I turned it into a Project, which only takes one card instead of eleven. As a Project there's the concern of, can we all keep our tokens separate, and well, we always managed.

Star Chart: We tried several versions of a card that gained you a card each time you shuffled. It had problems every which way. This was a better fit for "thing to do when you shuffle."

* Outtakes *

As I mentioned, there was a 4th mat I don't really want to talk about. I don't know if I'll try to put it into an expansion someday, or how that will go, but, I might.

For a long time there was a Worker's Village for $2 that came with an Artifact that made you discard a Copper each turn. We had fun with it; you're happy to buy it as long as you aren't the last one to get one, and when you're the current last one to get one, well, time to load up on these. Sometimes someone would be stuck with it and suffer. And sometimes you could brush off the penalty. We enjoyed the various ways it played, but it had a big problem: a casual player might just buy it, let's see what this does, and be screwed. It was worse than buying a Curse (sometimes), but disguised. So we tried having it give each other player "+1 Card, discard a card" at the start of your turn; this slows down the game too much and the tracking is poor, guess who has no incentive to remember this, yes it's the guy who has it. Then there was making you gain Coppers, but sometimes that's actually good, and sometimes easy to cope with. Then there was, your choice of discarding Copper or gaining Copper. This was just way too minor, it didn't delay you buying this village at all. In the end there is no negative Artifact; the village that got this slot is Mountain Village.

There was a village that was, cantrip, +1 Villager; man it's fine, you can argue about, does it need to cost $5, but it's nice. The village that's always there when you need it. But really, the experience it gives is the villager experience, and other cards are giving us that experience. Another village just came with +2 Villagers; we already have that experience too. Another village converted +$ to +Coffers for your next card played. Large amounts of +Coffers are trouble.

The +Buy mat debuted with +$2, discard cards for +$1 each, +1 Buy token. Ahead of Spices and Ducat, there was a treasure that just gave you your choice of 2 tokens when played, between Coffers, Villagers, and +Buy.

Here's one that trashes itself for +5 Coffers if your opponent has a Silver in hand; when gained, it gave them a Silver. It was nuts, oops.

I tried a few cards that gave the other players a negative State when gained. They were cantrips that sometimes gave you stuff. The State made players put a played Copper on their deck for next turn. An early Witch had a one-use Moat State. A concept that hadn't worked in Nocturne either.

I mentioned some of the 2-sided States above. Another one simulated the +Buy mat. At first it was a +Buy mat that could upgrade to a +Card mat; then I had a card that just gave you the State on either side, and it couldn't flip - you locked in what it was, and what it was was your choice of a +Buy mat or a +1/2 Coffers mat (two tokens for +$1).

One of the 2-sided states was Scheme / Citadel. Different kingdom cards tried producing that state - a Workshop, a Remodel, a Vault.

There was also a duration cantrip giving +$2 next turn, that had a 2-sided State where the 2nd side had you draw a card per Duration at the start of each turn. It upgraded all your Durations. Then the States died, but I had a Project that did that, and I had the duration cantrip with no associated State. Both left in a purge of low-rated cards.

A prominent outtake gave you your choice of a Silver or one of two Artifacts. Initially one of the Artifacts gave you +1 Card +1 Action for gaining a card in your action phase, while the other made Silvers get +$1 (after briefly giving them +1 Coffers). Adam figured out that you could just crush people with this and no other cards. For a while I kept trying to make that happen in my own games; no-one quite managed to pursue the boring strategy, and the card kept seeming reasonable. Finally I saw it be broken. Then we went through a variety of Artifacts, trying to find a version of the card to preserve. The second Artifact usually let you topdeck gained cards. Billy and I heavily analyzed the situation - what exactly could you do to make this kind of an Artifact-giver work. I made a new card with two Artifacts, a village, abandoning the Silver-gainer. Finally I gave up on that too. I replaced one of the Artifacts with a Project - going to 5 Artifacts, 20 Projects, surely the set was always like that, you can't be telling me once there were 19 Projects - and the last Artifact tried out for both the village and Recruiter before ending up on Border Guard. Which does have two Artifacts... but having to get lucky (or to have trashed down) to get one helps it out, and the Artifacts nicely distinguish themselves.

There was a card called Patron that put a token on each of two non-Victory piles with no token (non-Victory because of Trade Route). When you gained a card from one of those piles, you took the token. The idea was that you could put one on whatever you were buying, plus one somewhere else, and for a little while there were safe options - I'll start with Curse, then Copper. But eventually you'd be sharing. Of course with +Buy you could just give yourself both tokens. Interesting concept; too powerful and not actually enough fun.

One card gave +2 Coffers, then went back to your hand if you had <= 3 tokens. "+$2, return to hand" was an old card, that made it out in mutated form as Diadem. One issue is tracking the $; this version solved that. It still had the issue of tracking the actions used - and had to have that issue, since the whole point was getting to replay it if you had another action. That wasn't great, but also it was too strong. On its way out I tried just rewarding you if your next play was an Action card, without moving itself or using up the action.

I tried a card that let you put two tokens on a Project. The effect is pointless or nuts, and makes the rules more complex.

Prior to Villain, there was an attack that had your opponents discard a card they had 2+ copies of in hand (an idea from Cornucopia); there was "each other player discards a copy of the most recently gained Treasure"; there was "if you have 5+ Coffers tokens, they discard down to 1 then draw 3." There was "they discard an Action, if they did they get +1 Coffers"; that looks like, why did I try that, but the idea was to be a simpler way of implementing an Enchantress that turned a card play into "+1 Action +1 Coffers." There was "Each other player with 5+ cards puts one on the bottom of their deck"; it's uh, it hasn't been done yet is what it is. And there was "they reveal their hand and discard all copies of one card in it," which bled into Villain.

I had a Band of Misfits variant that played a card from another player's hand (leaving it there). It wasn't as interesting as it sounded.

There was a cantrip that had you name a card, reveal the top 4, and discard the non-matches. It seemed cute and innocuous, but was secretly strong and also slow. Then I tried it just discarding Coppers and Estates. I tried a cantrip that got you the top card if it was Copper or Estate - oh right, that's a lot like Will-o'-Wisp. Then I got you all of the Coppers and Estates from the top 3, and from there we move to the cards that feel like versions of Seer.

Some stuff tried to mess with how many tokens you had. I tried doubling your Coffers tokens; somehow that's here in the outtakes section. I tried "Choose one: +1 Coffers, or +$1 per Coffers token." Then a choice between +1 Coffers, or a Warehouse for a card per token. Then, this one had some charm, +1 Coffers, you may gain a card costing $1 per token. There was a treasure that, when trashed, gave +1 Coffers per 2 tokens you had; yes you empty the pile and have an insane pile of tokens.

In Guilds I tested both "+$1 per card gained in the previous turn" and "+1 Coffers per," and I revisted the +Coffers one here, just making sure.

Here's a card that rewards you for having exactly one Treasure in hand, that's pretty random.

One of the things that tried to use Artifacts was a Treasure that gave you one Artifact if you gained a Treasure, another if you gained a Victory card. Another let you trash an incoming gained card to take one of two Artifacts or get +1 Coffers. An Artifact also messed with that a bunch, trying to let you trash an incoming card. It seemed appropriate for the trash-for-benefit theme that crept into the set, but kept being too weak or too strong. One of the cards was a village that said "If the next card you play this turn is a Treasure, take the thing or the thing." That trigger condition seemed promising for a while, though it limits what the Artifacts can be (mostly they want to be usable the turn you get them, and this confines that to the buy phase). There was a village that gave you an Artifact if you had 5+ Action cards in hand; you never remember that by the time you can do it. There were other Artifact-producing villages that were barely tried: one that had a choice, +2 Actions or toy; one that made your next draw like Catacombs except that's too hard to communicate; one that was a village and also had +1 Villager, and wanted you to gain a card no-one had gained yet to take an Artifact (you can turn the top card of each pile sideways to track that none have been gained yet, and man that doesn't fly today); another had a choice of Card/Coffers/Villager and always gave +2 Actions, and you got the toy for gaining a Gold. And the flurry of Artifacts that tried out for these cards included: Royal Seal; Treasures cost $2 less; each turn gain a Silver; each turn gain a copy of a Treasure you have in play; when you gain a card +$1; when you gain an Action or Victory card may gain a cheaper Treasure; Academy. A hard-to-get one gave you an Action card each turn.

On the quest for Ducat, there was a card that gave you +1 Buy per Treasure you discarded when gaining it (super +Buy cards are always trouble); and there was a card that Remodel'd to the same cost when you gained it and cost $2, which meant that on the 2/5 I drew in what was probably the only game with it, I went, buy that, turn three Estates into that, huh.

Projects, I have outtakes there too.
- A straight +$1 per turn. It's similar to Canal, isn't it. It ended up on Key.
- Save a card for next turn. I didn't like that you had to remember it when it wasn't doing much for you, and would save an Estate for a while.
- Scheme. The gameplay wasn't great and it wasn't popular.
- That +1 Card per Duration card in play thing I already mentioned. Later it had a +$1 option for if there were no Durations.
- May remove cube to trash or topdeck a gained card. This isn't what Projects were about.
- In your turns, Duchies are also Actions with "something." I tried a few things.
- At the start of your turn, +2 Cards; at the start of your Buy phase, discard 2 cards. Powerful, fun, too hard to remember.
- May discard Action for +1 Villager. Counterpart to Pageant.
- In your Action phase, Silvers are Peddlers. It was fun briefly.
- In your Action phase, Treasures are Actions. Without any special ability added on. Not useful very often.
- When you buy a card for <= $4, gain an extra copy. So many Projects tried to do Workshop, often just being too fast to empty piles.
- When you buy an Action you don't have a copy of in play, gain an extra copy. Another one.
- Every turn, Workshop. As if.
- When you gain a card costing $5+, gain one for <= $4. One issue is that many of these can even work twice in a turn.
- When shuffle, may first gain card costing <= $4. So this cut down on how often you got to do it, and seemed cool, but there were huge issues.
- After shuffle, may gain card onto deck costing <= $4. Another one. See some versions made us wait for a player to shuffle, which sucks hard.
- Once per turn, when shuffle, first gain card for <= $2. But the other versions had hopeless card interactions, where you'd e.g. empty a pile instantly.
- Before you shuffle, may set aside Supply card for <= $4, and gain it afterwards. A last gasp for both Workshops and shuffle-Workshops.
- When drawing your hand, +1 Card per card you gained that turn. I did Road Network instead.
- When you play an Action that doesn't give +Actions, +1 Card afterwards. Hard to communicate, and what was I thinking really.
- Buy phase, +$3; your hand is just 4 cards. Looked interesting; was too strong, was too hard to remember.
- Buy phase, +1 Action +1 Buy +$1, your hand is just 4 cards. Trying to fix that up.
- Buy phase, +$5, -$1 per card in hand. Man I don't remember all of these. Probably just in one game.
- Start of turn, look at top 3, put them back in any order. Not meaningful enough.
- Buy phase, may trash hand Silver for hand Gold. Makes the game too much about the boring cards.
- Start of turn, look at top, may discard it. This was endlessly on lists, but I don't remember actually trying it.
- Each turn you don't buy anything, +3 Cards in next hand. A direction to consider more; hey in the end there's Exploration.
- If <= 3 cards in play at start of Clean-up, +3 Cards in next hand. I liked it until it turned out to be strong with just money.
- When you trash non-Copper, +1 Coffers. This game, we all get a big pile of tokens.
- When you gain a Treasure, you may trash a card/Treasure from hand. Let's just have a boring game of buying Treasures now.
- When you play a Treasure, +$1. A problem even though it cost $8.
- When gain card in Action phase, +1 Action, and if it's not the first one, +1 Card. Trying to recreate the fun of a dead Artifact that made Workshops cantrips.
- When gain card for <= $4 in Action phase, +1 Card and +1 Action. And so on, for four versions of this premise.
- When you gain a Treasure, +1 Villager. Don't you mean Action?
- When gain copy of card previous player gained, +1 Coffers. Did not play well. The remaining ones were late attempts to fill up the last slots.
- Instead of trashing a hand card, may gain Silver, and vice-versa. That looks cool, doesn't it. Rules issues.
- Start of turn, may trash hand Silver/Gold for +2/3 Cards. Not a highlight of my options at this point.
- At end of Buy phase, if spent <= $4, +1 Coffers. I guess, helped contribute to Exploration happening? Exploration and City Gate were the last two.
- When gain a card, look at top, may discard it. Not a great matching of trigger and effect.
- Start of turn, reveal top, +1 Card if Treasure. Some people liked this one. A runner-up.
- Start of turn, may reveal no-Treasure hand to gain Gold. I mean it's useful when you build a deck that crushes your enemies already.
- When drawing hand, +2 Cards, discard 2 cards. Good times, crazy power level.

* Phew *

And there you have it.

49
Projects are abilities everyone can have. They go in your randomizer deck or special sideways deck, like Events and Landmarks. You only play with 2 max between these and Events and Landmarks, unless you prefer to have more, I can't stop you. Each player gets two wooden cubes, that's right we've at last moved into wood, and if you buy a Project - using a buy in your Buy phase - you put one of your unused cubes on it and then have that ability for the rest of the game. You only get two cubes, even if you preferred having more than two Projects out at once. Everyone can put a cube on the same Project, there's room for all. There are twenty Projects. Here are six of them.



So, Fair, you pay your $4, you put a cube on Fair, every turn from now on you have +1 Buy. Get it?

Silos lets you Cellar away Coppers at the start of your turn, could be a pip.

Citadel repeats your first Action each turn. You are going places once you have one of these.

Star Chart lets you pick your top card every time you shuffle. It seems like that could come in handy. Yes you get to look at the cards, you don't have to pick from the backs.

Sewers means every trasher you have can trash an extra card. It also works when you play a one-shot like Acting Troupe, or lose a card to Swindler or something. It can be sneaky.

And finally Innovation makes your first bought/gained Action each turn leap into play and immediately do something. Not all things are useful to play in your Buy phase (and there isn't always a Workshop available), but it turns out a lot of things are (and sometimes, there's a Workshop).

That's it for previews! You'll be able to play with the previewed cards online all through the weekend; then they'll vanish until the street date for the physical set. Which is when you'll also get to see the rest of the cards. And when is that? Well the current guess is... late October. Very late October. So late in October that it's almost not October. Man. A month away. But at least RGG has a lot of confidence in that estimate. The rulebook will show up online around then as usual, and once people have the cards I'll post a Secret History.

50
Artifacts are abilities only one player can have. When you take the Flag, you take it from whoever had it, if someone had it. So, they go back and forth. They're like Lost in the Woods (from Nocturne); hey could I do more with that kind of thing, I thought, and I could. There are five Artifacts total, and here are three of them and their parent cards.



Flag Bearer comes with a Flag. If someone takes it away from you, just buy another one. How many Flag Bearers can your deck tolerate, anyway? Well you can also trash them to get the Flag, so that won't always be an issue.

Swashbuckler is trickier. All that stuff after the colon only happens if you have cards in your discard pile - which is harder than it sounds. Part of it is, you draw the three cards before checking. The Coffers tokens don't have to have come from Swashbuckler specifically, so sometimes that helps, but you still need a discard pile at least once to get the Treasure Chest.

Treasurer can put you down a Treasure, up a Treasure, or even on Treasures. And the Key is like a Treasury. So it's sure to be a card you treasure.

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