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Dominion (Second Edition)» Forums » News

Subject: Rulebook Up, New Cards rss

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Philip Newman
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Dominion, 2nd Edition Rulebook

Cards Removed
$6 - Adventurer
$3 - Chancellor
$4 - Feast
$4 - Spy
$4 - Thief
$3 - Woodcutter

New Cards

Quote:
Artisan
$6 Action

Gain a card to your hand costing up to $5.
Put a card from your hand onto your deck.


Quote:
Bandit
$5 Action - Attack

Gain a Gold. Each other player reveals the top 2 cards of their deck, trashes a revealed Treasure other than Copper, and discards the rest.


Quote:
Harbinger
$3 Action

+1 Card
+1 Action


Look through your discard pile. You may put a card from it onto your deck.


Quote:
Merchant
$3 Action

+1 Card
+1 Action


The first time you play a Silver this turn, +$1.


Quote:
Poacher
$4 Action

+1 Card
+1 Action
+$1


Discard a card per empty Supply pile.


Quote:
Sentry
$5 Action

+1 Card
+1 Action


Look at the top 2 cards of your deck. Trash and/or discard any number of them. Put the rest back on top in any order.


Quote:
Vassal
$3 Action

+$2

Discard the top card of your deck. If it is an Action card, you may play it.
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Donald X.
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Vassal costs $3. Someone somewhere put $2 in there and it has been endlessly quoted, but look at the image, it costs $3. I did not actually check the rest of your post for accuracy, I just knew Vassal would have the wrong cost.
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Philip Newman
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Fixed, thanks!
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H C
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Interesting. Any playstesters able to comment why or how these new ones are better?

Also the merchant, it adds $1 after I buy a silver? I feel i probably wont have enough leftover to buy anything useful.
 
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The way I read that is that one of your silvers is worth $3 when it comes time to buy.
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Donald X.
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NowOrNever88 wrote:
Interesting. Any playstesters able to comment why or how these new ones are better?

Also the merchant, it adds $1 after I buy a silver? I feel i probably wont have enough leftover to buy anything useful.

Play a Silver, not buy a Silver.

There will be a Secret History around the time the cards are available.
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NowOrNever88 wrote:
Interesting. Any playstesters able to comment why or how these new ones are better?

Also the merchant, it adds $1 after I buy a silver? I feel i probably wont have enough leftover to buy anything useful.


After you play a Silver, not buy. It effectively makes the first Silver worth a Gold.

Edit: ninjax2
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NowOrNever88 wrote:
Any playstesters able to comment why or how these new ones are better?


More fun. On average these new cards seem to generate more fun in the play of Dominion than have their predecessors.
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Sándor Kolok
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I don't get Poacher's ability (what it is good for). Granted I'm not exactly a Dominion stalwart...
 
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kolok wrote:
I don't get Poacher's ability (what it is good for). Granted I'm not exactly a Dominion stalwart...

- Tunnel (obviously).
- Draw to x cards (Library, Watchtower etc).
- Any card where you reveal your hand and get a benefit from not having certain things (e.g. Shanty Town).
- You are about to trigger a re-shuffle and want to put a power card that you don't need this turn into that shuffle.
- Defence against Haunted Woods.
- Anything else I haven't thought of.

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Chris Schumann
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kolok wrote:
I don't get Poacher's ability (what it is good for). Granted I'm not exactly a Dominion stalwart...
In the base game, it synergizes well with Workshop. It's not bad to get a deck full of them, but it gets worse in long games.

I don't know what percentage of games end with 3 piles with new players, but would find that interesting.
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Andrew Lieffring
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kolok wrote:
I don't get Poacher's ability (what it is good for). Granted I'm not exactly a Dominion stalwart...


It's the 75% of a Market you actually care about for a $1 discount. There's a slight drawback if the game runs long.
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Sándor Kolok
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IncompleteUserNa wrote:
kolok wrote:
I don't get Poacher's ability (what it is good for). Granted I'm not exactly a Dominion stalwart...


It's the 75% of a Market you actually care about for a $1 discount. There's a slight drawback if the game runs long.

Yes, I got that thank you, the use(fulness) of the discard ability was not obvious but my experiences with Dominion has been limited to a couple of base sessions and a single one with Intrigue and Seaside each.
 
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Michael Nerman
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kolok wrote:
IncompleteUserNa wrote:
kolok wrote:
I don't get Poacher's ability (what it is good for). Granted I'm not exactly a Dominion stalwart...


It's the 75% of a Market you actually care about for a $1 discount. There's a slight drawback if the game runs long.

Yes, I got that thank you, the use(fulness) of the discard ability was not obvious but my experiences with Dominion has been limited to a couple of base sessions and a single one with Intrigue and Seaside each.

It's not meant to be useful. It's meant to be a drawback, but there are ways of exploiting it, as mentioned above.
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Michael Nerman
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NowOrNever88 wrote:
Interesting. Any playstesters able to comment why or how these new ones are better?

Also the merchant, it adds $1 after I buy a silver? I feel i probably wont have enough leftover to buy anything useful.

The cards that were removed just sucked. It would be rare that I would purchase any of them.
 
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Daniel
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When will the upgrade pack be available?
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Nade L
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What surprises me most is the removal of Woodcutter without adding another +buy card. Yeah woodcutter isn't exciting but when it's your only +buy option on engine boards you buy it. Just surprised none of the new cards give +buy.
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Donald X.
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dandechino wrote:
When will the upgrade pack be available?

I think they've already shipped to distributors. So, soon.
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Chris Hawks
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NowOrNever88 wrote:
Any playstesters able to comment why or how these new ones are better?

I only played with Sentry and Bandit out, but I liked Sentry a lot. (I'm a big Spy fan, too.) I, uh, didn't enjoy so much the people playing Bandit on me, though. (But I'd wager they did.)
 
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Levi Hobbs
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The only one that I don't understand axing is Feast...certainly not the best card ever, but it can be used for some powerful strategies; perhaps most notable is rushing.
 
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Chris S.
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New cards. Same meh artwork.
 
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nerman8r wrote:
NowOrNever88 wrote:
Interesting. Any playstesters able to comment why or how these new ones are better?

Also the merchant, it adds $1 after I buy a silver? I feel i probably wont have enough leftover to buy anything useful.

The cards that were removed just sucked. It would be rare that I would purchase any of them.

They were very situational! I have found a situation where they were all the preferred buy but it was pretty rare.

Personally I think removing Thief was dumb as it was a strong card against Chapel (in a base set only game) and was not just good with Gardens but a lot of fun to experience for the first time.

Poacher is a reasonable response to a curse heavy setup.

Chancellor is a good card because it helps to define the difference between "putting" cards in the discard pile and discarding them.

Without Thief or Feast to increase the chance at an early hit of 5-cost card, Chapel is just broken in any non-miltia base set only game.

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IceHot wrote:

Without Thief or Feast to increase the chance at an early hit of 5-cost card, Chapel is just broken in any non-miltia base set only game.


Almost certainly someone who buys Chapel is going to win. Fortunately there are 9 other kingdom cards and 7 other base cards that will contribute to their victory. I think there is a lot of game to go past the first 2 turns.
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Jerry Martin
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I played in Dominion champs a couple years ago at Gencon. (Prelims) I was at the final table and Chapel was there. Everyone including me took Chapel except one guy. Guess who won?
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Chris Schumann
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IceHot wrote:
Personally I think removing Thief was dumb...
Thief is a slow card. You play it. You have to remind everyone what it does. Then you have to look at each player's cards in turn. Then you have to consider what to collect.

For beginners, it's a very slow card.
 
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