• This game: the game ends when the duchies and only one other supply pile are depleted (This is an additional game ending condition to those already existing).
This looks fine, but more than 2 player games will be duchy rushes. Then, empty curses via cursing attacks or buy all estates. Just try it.
• This game: all treasure cards cost one coin extra.
Looks interesting, lets you do nice tricks with upgrade but on boards, where BM+something is preffered, this will just stall the game longer.
• This game: (2 player preferred) there are 12 kingdoms and each kingdom has only 8 cards.
How this would work, exactly?
• This game: all estates are worth 2 victory points.
a 6$ province for 2 cards more and 2 extra buys? Looks interesting however weakens duchies a lot.
• This game: all players start each turn with two buys.
This looks interesting, especially with boards without +buy, where engine can do double province/colony.
• This game: the game only ends when all the estates and duchies are bought (this is the only game ending condition.)
Duchy rush intensifies.
Yeah, I recognize that the duchy changers would often produce a duchy rush. The whole point of these is to tweak a rule slightly to force players to look at a set of kingdoms differently and play differently. The 12 kingdoms one is exactly how it reads--you put out two extra kingdoms and take away two cards from each kingdom before the game starts. Also, the idea is to only use one rule change per game.