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Variants and Fan Cards / Re: Fan Expansion- Justice and Piety
« on: November 29, 2011, 08:54:44 pm »Holy Village- $3
Action
+2 Actions
You may trash a card in your hand.
This card's too unfocused, and it gives too much choice to the player. Take a look at all the non-terminal trashers which already exist. Perhaps you can can make it always trash 1 card, and/or make the type of card that you trash with it determine Holy Village's effect:
Holy Action Thing
Action
+1 Action
Trash 1 card in your hand. If it is a victory card, +2 cards. If it is a treasure or action, +1 Action.
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Bounty Hunter- $4
Action- Attack
$2
Each other player discards an attack card or reveals a hand with no attacks.
I don't like how this would make the mild and optional attack cards so unreliable. It would also completely disincentivize depending on an attack's non-attacking benefits as part of your engine. What if the only draw card available is a Torturer? If you're gonna have Spies, Noble Brigands, Jesters, or Minions not worth buying, you might as well say "screw it", and build less interesting strategies like Big Money+Smithy. Remember, the worst punishment for using Attack Cards that Dominion has so far is Horse Traders, and that doesn't deny the attacker the benefits of AC's, and it sometimes doesn't even cancel out the harm of the attack either. Anyways, on a no-attacks board, this card would be superior to Duchess, with its guarantee of information on the other player's cards. On an board with attacks, this card would be as good as any $5-6 action. It hurts far worse than a Millitia, as you don't get to save your good cards when you discard.
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Exchange Market- $4
Action
Choose one: Place a token on the Exchange Market mat OR remove a token from the Exchange Market mat OR gain a card with cost up to the number of tokens on the Exchange Market mat.
If everyone's not going to have their own Exchange Market mat, I suggest you look more closely at City and Trade Route for the treatment of a shared resource. Or Embargo for a shared harm. As it stands, Exchange Market is just too convoluted and would probably result in a zero-sum subgame of political squabbles and sabotage. Which would not feel like Dominion at all.
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Inquisition- $5
Action
+1 Action
Place the Inquisition Marker on an Action Card supply pile other than Inquisition, or set it aside.
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While the Inquistion Marker is on an Action Card supply pile, copies of that card may not be played (the Inquisition Marker begins the game set aside).
Far too disruptive, especially when there's multiple viable strategies on the board. It's a worse rooster-block than an Embargo, as Embargo requires early and decisive play at significant opportunity costs, and still can be overcome or ignored on many boards. I don't like how Inquisition is the only counter to itself available. It can also make games pretty miserable for one player just by the results of a shuffle, or a race for first to obtain multiples. This card is anti-fun.
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Wilderness- $5
Victory
At the end of the game, if one or fewer piles in the supply are empty, this card is worth 6 VP. Otherwise it's worth 1 VP.
Intriguing idea that incentivizes tempo control. But it has to somehow speed up the depletion of Provinces in order to work.