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Author Topic: Fan Expansion rough draft: Innovation: Gifts  (Read 2033 times)

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popsofctown

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Fan Expansion rough draft: Innovation: Gifts
« on: March 20, 2013, 02:16:17 pm »
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The motivations and ideas for this expansion were:

1. Makes weaker cards from base more interesting.
2. Does not require any card mockups to play.
3. Broadens decision making.

[flavor]
When a civilization develops, its broadening sphere of control sometimes leads it to interact with other civilizations.  Many times, one civilization teaches ideas to another.  Perhaps such good deeds are somehow rewarded
[/flavor]

Additional Rules
1. You need an additional achievement to win the game by achievements.

2. There is an additional type of action available to you, you can perform it if you have actions remaining in your turn, just like Dogma, Meld, Draw, or Achieve.  This action is called Teach.

Like Achieve, you are not always eligible to perform the Teach action.  To perform the Teach action, you must have a top card on your board and the most icons of any player corresponding to the featured icon of that top card's dogma effect. You can only perform the Teach action on a top card for which you have the most icons of any player corresponding to that card's dogma effect.

To perform a Teach action, you first choose a top card on your board that meets the condition for being Taught.  You declare that you are going to Teach that card. Then you select a player with the second most icons of the type corresponding to that featured icon of the card's dogma.  That is the player who will learn about your technology.  Henceforth, he is called "the Student".

The Student of the Teaching then selects one or more players (players, not opponents).  The Student also selects an order for those players.

For each player selected, in the order selected, the following occurs:
-The Student gains the ability to see all cards that player can see, indefinitely.
-The Student gains control of all that player's decisions, indefinitely.
-The player executes all the dogma effects of the Taught card, as if that player had the most icons of its feature.  This doesn't move the Taught card to a different zone, and it doesn't matter where the Taught card currently is
-The Student loses control of that player's decisions (unless the player in question is the Student herself)
-The Student loses the ability to see all cards that player can see (unless the player in question is the Student herself)


Once all selected players have finished this process, the Student is no longer a Student, and no longer has any further relationship with the Taught card or the Teaching process.

Then the player who did the Teaching gets a dramatic Teaching bonus based on the qualities of the Taught card.
The Teacher draws a card of value equal to the card that was taught.  Henceforth, this freshly drawn card is called the "Teaching Bonus Card".

The Teacher chooses one of the following:
-Foreshadow the Teaching Bonus Card. Only available when playing with echoes, and only if the taught card (not the Teaching Bonus Card) is blue-backed.
-Meld the Teaching Bonus Card.
-Score the Teaching Bonus Card.
-Tuck the Teaching Bonus Card.
-Return the Teaching Bonus Card and choose a color.  If the Teacher's pile of that color is unsplayed, she splays it left.  If it's splayed left, she splays it right.  If it's splayed right, she splays it up.  If it's splayed up, she unsplays it.
-Return the Teaching Bonus Card and declare that this event was a Kindness.
-Don't do anything (leave the Teaching Bonus Card in hand).

After the Teacher chooses exactly one of these, it's over.

Additional Achievements

Wiki
Claim this achievement immediately if you perform two different Kindnesses in one turn, teaching a different card each time.
Also, claim this achievement immediately if you make a Kindness of Encyclopedia, from Age 6.



_______________________________________________________________

You can use anything you want to signify the special achievement, an M&M, a paper clip, whatever.  Other than that, you don't need any additional materials to play this expansion, which is largely the point.  Hopefully I can get my friends to playtest the concept with me.

It seems really complicated, but it's much simpler if you aren't as rigorous about how the new action is defined.

Something that might jump out as objectionable is getting to see other people's cards frequently.  Keep in mind that that is a rare occurence, the vast majority of the time, the Student will only execute the dogma for himself, because he doesn't get any kind of reward for letting an opponent execute it too.  If you don't want people to see your super secret cards, you can just not Teach anything, or only Teach things that your opponent won't want to make you execute, like Teaching Experimentation.


EXAMPLES:
Margaret opens the game with Mysticism.  Her opponent Shelly opens Domestication and activates it to meld a Pottery.  Margeret teaches Mysticism to Shelly.  Shelly chooses to execute Mysticism only for herself.  Shelly draws a Metalworking.  Then Margaret draws The Wheel as a Teaching Sharing Bonus and decides to meld it.

Gia has the most crowns.  Both Gia and Rhonda have fewer than 4 castles on their board, so Gia teaches City States to Rhonda.  Rhonda makes them both execute it so she can at least see Gia's cards, but that's the only use Rhonda can get out of it.  Gia gets a Teaching Bonus anyway, so she draws a 1 and can meld it, score it, tuck it, return it and upgrade a splay or return it.

Rachel has the most castles, Oars on her board, and Code of Laws in her hand.  She decides to Teach Oars to her only opponent, Mary.
Mary has a City States in hand, and she doesn't find it useful, so she selects Rachel to execute Oars first.  Mary figures Rachel probably doesn't have a crown card in hand, and if she does it's probably a good one like Sailing, so Mary decides that she'll schedule an Oars execution for herself after that. 
After scheduling those two executions, Mary first gains control of Rachel's decisions and card knowledge.  She finds out that Rachel has a Code of Laws in hand, but it's too late for her to change plans.  Rachel executes Oars, causing Mary to transfer her City States to Rachel's score pile and draw a replacement card.
Mary loses control of Rachel's decisions and card knowledge and then executes an Oars effect for herself.  At this point she knows enough that she doesn't want to, but she must.  Rachel transfers Code of Laws to Mary's score pile, Rachel draws a replacement card.
Afterwards, Rachel gets a Teaching Bonus.

Lauren has the most lightbulbs.  She has a Currency in hand, but that doesn't help Lauren get castle control, which happens to be what she's most interested right now.  She Teaches Tools to Stacy, who has no cards in hand, but has a menacing Engineering and 1 castle lead.
Stacy decides to schedule only Lauren to execute Tools.  She gains control of Lauren's decisions and forces her to return Currency, even though Lauren won't get anything from it.
Afterwards, Lauren draws a 1.  It doesn't have any towers to help her with her Engineering problem, so she sighs and returns it, calling the action a Kindness.  She plans to teach Philosophy as her second action of the turn, and if she draws no castles a second time she will at least be able to achieve Wiki.

« Last Edit: March 20, 2013, 02:54:12 pm by popsofctown »
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popsofctown

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Re: Variant Expansion rough draft: Innovation: Gifts
« Reply #1 on: March 20, 2013, 02:21:07 pm »
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tl;dr:

If you have icon superiority for a sucky card, you can let your opponent do its effect instead of you.  If its effect is really really sucky, he might make you do the effect instead, and Possess you while he does it, and if the effect involves exchanging things, he might have both of you do the effect. 
Either way you'll get to draw a card of matching value and tuck it, score it, or meld it, or return it to get you halfway to a new special achievement, or return it to upgrade your splay in one of your colors.
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