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Variants and Fan Cards / Re: Plague (Fan Expansion for Dominion)
« on: November 23, 2011, 02:00:36 pm »
I think you're both wrong - the first Rats does absolutely nothing!! The first time you play a Rats there are, unfortunately, no Rats in play. So you get nothing. Or at least that's how I understand it (considering that you can play cards without them ever being in play with KC/TR). So I think the wording needs to be fixed.
Strange variation suggestion (but cornucopia messes with the basic rules a fair bit here so...) - if the Rats get hammered, have you considered having a stack of 20? I think +1 card, +1 action for the first Rats is ok, I mean, pawn often gets used for that, and great halls have that and only cost one more than an estate for the luxury.
As for gaining a curse....dunno, seems a bit rough. Why not have it trash one of the rats instead?
Relief - in trashing games, remodel games and multi-player this will be strictly better than Gold in no time - significantly cheaper and with a +Buy to boot. That's not good in my opinion. The times when there's useful stuff in the trash is not that often, I'll give you that, but the time when there's 6 or more cards in the trash is...well, that's pretty often I'd say. Often by the end of turn 4 in a 3 or 4 player game. You could up the card count, but would risk gimping it in 2 player.
Relief and Morgue both work too well with Chapel. Open Chapel, Relief - then trash 4, relief is now worth $2 with a +buy. Next time chapel shows, Relief is a gold. And you have free +buy so you can hammer the fuck of out them, with the hammer-the-fuck-out-of-them factor being self-multiplying by virtue of being able to freely play treasures, thus getting tons of +buys with the cash to boot. Morgue: Chapel allows you to remove the weakness of Morgue while reaping the most benefits with a concentrated deck. Still, Chapel is a powerful card and has that kind of effect. Not sure how people feels about this in perspective with other Chapel combos (eg Fool's Gold seems similar-ish)
Strange variation suggestion (but cornucopia messes with the basic rules a fair bit here so...) - if the Rats get hammered, have you considered having a stack of 20? I think +1 card, +1 action for the first Rats is ok, I mean, pawn often gets used for that, and great halls have that and only cost one more than an estate for the luxury.
As for gaining a curse....dunno, seems a bit rough. Why not have it trash one of the rats instead?
Relief - in trashing games, remodel games and multi-player this will be strictly better than Gold in no time - significantly cheaper and with a +Buy to boot. That's not good in my opinion. The times when there's useful stuff in the trash is not that often, I'll give you that, but the time when there's 6 or more cards in the trash is...well, that's pretty often I'd say. Often by the end of turn 4 in a 3 or 4 player game. You could up the card count, but would risk gimping it in 2 player.
Relief and Morgue both work too well with Chapel. Open Chapel, Relief - then trash 4, relief is now worth $2 with a +buy. Next time chapel shows, Relief is a gold. And you have free +buy so you can hammer the fuck of out them, with the hammer-the-fuck-out-of-them factor being self-multiplying by virtue of being able to freely play treasures, thus getting tons of +buys with the cash to boot. Morgue: Chapel allows you to remove the weakness of Morgue while reaping the most benefits with a concentrated deck. Still, Chapel is a powerful card and has that kind of effect. Not sure how people feels about this in perspective with other Chapel combos (eg Fool's Gold seems similar-ish)