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Subject: Is it possible? rss

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Mrs A Lolley
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...to play Dominion without any magic cards or would it skew the mechanics' balance?
 
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Lars Wagner Hansen
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Magic cards???

There are kingdom cards (action, reaction), treasure cards, victory point cards, and curse cards, but there are no magic cards in the game.
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David Hammel
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Even assuming he means action cards, I can't imagine why anybody would want to play "buy money / land only" version of Dominion.
 
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Jonathan Morton
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Are curses magic? Technically they are a part of every setup. But for the vast majority of setups there is no reason for anyone to acquire a curse and thus you won't notice any difference if you choose to play without them.

Otherwise, the only "magic" card in the base set is Witch. Take it out and you still have several thousand possible setups. Take out Chapel too if it bothers you, still a great game.

With expansions there are more "magic" cards and Curses come into play more often, but they're still rare enough that you will get your money's worth even if you ignore them.

*Except the Alchemy expansion, which is mostly magic stuff.
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James Newton
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SettlersOfMon wrote:
...to play Dominion without any magic cards or would it skew the mechanics' balance?

None of the cards in Dominion are magic - they are all just words and pictures on cardboard. whistle

Seriously, it is impossible to really answer this question without knowing what you are objecting to (classifying as "magic") and maybe why. Do you think a Chapel or Bishop trashing cards is magic? Maybe the fact that a Smuggler can smuggle whole Estates and Duchies should be considered to be magic?

In general, Dominion has been designed to be played with any random mix of Kingdom cards from any of the expansions, and so if you leave out any that you don't want to play with for any reason it shouldn't affect the balance of play within those games. Obviously, if you "throw out" certain cards that you object to, then you will reduce the replayability factor of having different cards in each game - but there are enough expansions to compensate for this.

HOWEVER ... having said that, one of the cards most often objected to in these sorts of threads is the Curse card - which is basically the negative point cards given out by some attack cards. If you were to leave this, and the cards that give them, out of the game then you would change the feel of the game by missing out on all the games that feature this kind of attack.

I do not personally regard the Curse card as thematically "magic" any more than I would consider its positive counterpart (Estate) to be magic - some of the cards that give out Curses could be regarded as such, but others (Swindler, Mountebank, Jester) are definitely not. So I regard it as more of a "bad luck" type of Curse rather than a "magic" Curse. But some people don't seem to be able to see beyond this.
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TheGreatHamEl wrote:
Even assuming he means action cards, I can't imagine why anybody would want to play "buy money / land only" version of Dominion.
With enough Treasure Kingdom cards, I reckon it can be quite a blast. However, as most of the cards in the series are action cards, you wouldn't be able to have as many games with them while still getting the sheer variety otherwise.
 
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Toms Leikums
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Just buy Dominion and stop playing Magic. As simple as that.
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Mrs A Lolley
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Jonny5 wrote:
Are curses magic? Technically they are a part of every setup. But for the vast majority of setups there is no reason for anyone to acquire a curse and thus you won't notice any difference if you choose to play without them.

Otherwise, the only "magic" card in the base set is Witch. Take it out and you still have several thousand possible setups. Take out Chapel too if it bothers you, still a great game.

With expansions there are more "magic" cards and Curses come into play more often, but they're still rare enough that you will get your money's worth even if you ignore them.

*Except the Alchemy expansion, which is mostly magic stuff.


Thank you Jonny5 that answered my question perfectly.
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Chris
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... Without actually knowing what your question was!
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Salvador C. Majoral
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ackmondual wrote:
TheGreatHamEl wrote:
Even assuming he means action cards, I can't imagine why anybody would want to play "buy money / land only" version of Dominion.
With enough Treasure Kingdom cards, I reckon it can be quite a blast. However, as most of the cards in the series are action cards, you wouldn't be able to have as many games with them while still getting the sheer variety otherwise.


There are also victory cards that are not action cards (gardens, for example). If you played with 10 kingdom treasures and kingdom non-action victory cards, it could be quite an interesting game, wouldn't it? Even funnier with platinums and colonies.
 
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Bryan Doughty
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salva wrote:
ackmondual wrote:
TheGreatHamEl wrote:
Even assuming he means action cards, I can't imagine why anybody would want to play "buy money / land only" version of Dominion.
With enough Treasure Kingdom cards, I reckon it can be quite a blast. However, as most of the cards in the series are action cards, you wouldn't be able to have as many games with them while still getting the sheer variety otherwise.


There are also victory cards that are not action cards (gardens, for example). If you played with 10 kingdom treasures and kingdom non-action victory cards, it could be quite an interesting game, wouldn't it? Even funnier with platinums and colonies.


I play games of this sort every once-in-awhile. It's a fun way to occasionally change the dynamic of the game.
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Ron Laufer
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churchmouse wrote:

HOWEVER ... having said that, one of the cards most often objected to in these sorts of threads is the Curse card - which is basically the negative point cards given out by some attack cards. If you were to leave this, and the cards that give them, out of the game then you would change the feel of the game by missing out on all the games that feature this kind of attack.
If you remove curses and the cards that give them out, and miss this feel, you could get the Dark Ages expansion and use the cards (Looters) that give out Ruins instead, which have a similar feel without the name "Curse." (though one of the 3 Looter cards that give out ruins is Cultist, and you might object to that one too, as well as the Graverobber, Mystic, and Altar that come in that set).

I haven't tried it, but if you like the Ruins enough, you could try just replacing Curses with them, which would allow you to use the non-magical curse-dealing cards without using curses. (though, aside from Swindler, they'd still say the word "curse" on them)
 
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gonzoron wrote:
churchmouse wrote:

HOWEVER ... having said that, one of the cards most often objected to in these sorts of threads is the Curse card - which is basically the negative point cards given out by some attack cards. If you were to leave this, and the cards that give them, out of the game then you would change the feel of the game by missing out on all the games that feature this kind of attack.
If you remove curses and the cards that give them out, and miss this feel, you could get the Dark Ages expansion and use the cards (Looters) that give out Ruins instead, which have a similar feel without the name "Curse." (though one of the 3 Looter cards that give out ruins is Cultist, and you might object to that one too, as well as the Graverobber, Mystic, and Altar that come in that set).

I haven't tried it, but if you like the Ruins enough, you could try just replacing Curses with them, which would allow you to use the non-magical curse-dealing cards without using curses. (though, aside from Swindler, they'd still say the word "curse" on them)
Cultist may be too powerful if they doled out Curses instead. I'd say you could remove their ability to play one from hand for free to compensate.
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Jason Clague
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ackmondual wrote:
Cultist may be too powerful if they doled out Curses instead. I'd say you could remove their ability to play one from hand for free to compensate.


But wouldn't that just turn them into...
I see what you did there
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Oskar 10101
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SettlersOfMon wrote:
...to play Dominion without any magic cards or would it skew the mechanics' balance?


Assuming this is indeed about leaving out the curses (as a pile and no associated actions).

Rules wise setup does require you always add a curses pile, even if there are no curse actions. The curses pile still counts towards the end of game determination, and (although unlikely to happen) you can buy curses as there are other cards that could still make use of curses (like gardens).

But in practice game play wise deciding to leave out curses and curse actions will not break the game nor will it make a game unbalanced. Using random setup there will be enough combinations where you don't get any actions with curses anyway.

The main impact of always excluding specific cards is that you are narrowing the overall game experience. Leaving out curses plus curse actions simply means you don't get to play or respond to curses plus those actions anymore.

That to me is exactly one of the strengths of this game: having to work with what is on the table, and not with what I want to be on the table. Meaning I try to not exclude cards or swap piles during setup.
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