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Author Topic: Dominion Smallworld  (Read 1042 times)

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ChocophileBenj

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Dominion Smallworld
« on: March 06, 2014, 08:32:37 pm »
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Hi all !
I didn't playtest this version of Smallworld. Of course, it's all around Dominion, there are some jokes, but I think this is fairly balanced (although I'm not a great SW player). Take this as a fun topic.
The list is small, but of course you can complet it.

The "races" (in parentheses, the base number of tokens) :
-Barons (6) : once per turn, during conquest, you may choose an Estate region you control and discard (back to the tray) all tokens on it. If you do, +4 VP and you are not allowed to conquer it back the same turn.
-Cultists (6) : the second and subsequent times you conquer a region occupied by an active race each turn, it takes you one fewer token (min. 1 token) (note : for every conquest beyond the first it is reduced by 1, it is not reduced by 1,2,3...)
-Explorers (4) : +1 VP token per Province region.
-Scouts (7) : When you take them, reveal the top 4 race tiles. Set aside any number of them for the remainder of the game, and put the remaining ones back on the tiles deck in any order.
-Minions (5) : At the start of every turn (including your starting turn), choose one : take 1 "all world*" token from the supply (max. 5), or take all of your "all world" tokens. Then, each "all world" token is worth 2 usual tokens during your conquest phase. Discard them at the end.
-Golems (6) : They come with no special power linked to them. Instead, when you take them, draw two "special powers" tiles, gain an extra number of Golem tokens equal to the average (rounded up) of the tokens provided by those tiles and apply both of them.
*see the pun there ?

Now, the special powers :
-Chapelers (5) : At the end of each turn, after counting points, you may take any number of tokens of your decline race that are adjacent to any Chapel region you control. Then you can use each of them as an extra race token in your subsequent turns, but only in attack phase. (extra tokens can be used once per turn but are not discarded after use)
-Engineers (3) : Every village region give you an extra VP.
-Big money (4) : Every Copper region give you an extra VP.
-Rushers (3) : Every gardens region can be conquered by one fewer token (min. 1) and give you 1 extra VP token.
-Contraband masters (5) : At the end of your turn, choose two regions you control : they can't be taken by any opponent this turn.
-Torturers (4) : After you've conquested a region belonging to any player, he chooses one : he loses one extra token (back to the tray, even if he has anything such as 'immortal' or the Elfes) or he loses 2 VP.

Regions types :
-Cellar : your defense on Cellar regions is increased by 1 if any of your races (active or not) control at least 1 chapel region, even in decline.
-Gardens : useful for Rushers
-Hunting grounds : if you control at least 2 Village regions with any of your races (active or not, the same or not), Hunting Grounds regions are worth an extra VP each, until decline
-Province : put two '1 VP' tokens on them. The first player to capture a region with VP tokens on it gains those VP tokens + useful for Explorers.
-Colony : has natural defense increased by 1 (even in decline), but they give an extra 1 VP at end of turn (until decline). (like original SW's Fortresses)

Regions attributes (those little circles) :
-Estates : useful for Barons
-Villages : useful for Engines, boosts Hunting grounds regions.
-Coppers : useful for Big Money
-Chapel : useful for Chapelers, boosts Cellar regions
-Wharf (adjacent to sea and lake only) : while you control a wharf, you can conquer all regions adjacent to the corresponding sea or lake with 1 fewer token (min. 1 token)
« Last Edit: March 06, 2014, 08:43:51 pm by ChocophileBenj »
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Chocolate is like victory points in Dominion. Both taste good but they'll hurt you if you eat too much of it instead of something else in your early days.
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