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Subject: Mechanics Yet To Be Explored in Dominion rss

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Jake Kiser
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Maybe we will see these in the future?

1. More use of the discard pile.
1a. Trash cards from your discard pile.
1b. Take cards from your discard pile into your hand.
1c. Reshuffle only certain cards from your discard pile.

2. More use of curse cards.
2a. Taking a curse card along with a positive action for yourself.

3. Utilization of Opponents' Hands
3a. Swap your hand for your opponents. (a la Citadels).
3b. Play cards out of an opponents hand as if they were yours.
3c. "Clone" cards from opponents. You get copies from the buy piles. Perhaps you're obligated to take every card in their hand?

4. Permanents
4a. Cards that you play in front of you that are not discarded at the end of the turn.
4b. Allows you to save a card in your hand for the following turn.

Any thoughts?
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Myke Madsen
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I like those ideas except for Swapping Hands and Permanents.

Swapping hands seems way too chaotic and is also a targeted attack. I'm not a fan of either in this game. As for Permanents, for some reason I can't quite put my finger on I'm really hoping Dominion doesn't go there.

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Brent Mair
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I really like the idea of voluntarily taking a curse card.

I'm interested in permanents if done correctly. I don't know what that means but I'll easily be able to tell you if it is wrong.
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♫ Eric Herman ♫
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HappyProle wrote:
I like those ideas except for Swapping Hands and Permanents.

Swapping hands seems way too chaotic and is also a targeted attack. I'm not a fan of either in this game. As for Permanents, for some reason I can't quite put my finger on I'm really hoping Dominion doesn't go there.


I don't mind targeted attacks, per se, but swapping hands has always seemed like a bad thing in most games. Your hand is one thing you build up and feel like is "yours" in a game, and then someone can just arbitrarily exchange their hand with yours? shake If there's a way to make it work thematically, then fine, and sometimes that can be a strategic choice... you purposely run your hand low knowing you can exchange with someone else... but still, I'm generally not a fan of that as a game element.

The other things might be cool, though, depending how they're used.
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Jake Kiser
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Grudunza wrote:
HappyProle wrote:
I like those ideas except for Swapping Hands and Permanents.

Swapping hands seems way too chaotic and is also a targeted attack. I'm not a fan of either in this game. As for Permanents, for some reason I can't quite put my finger on I'm really hoping Dominion doesn't go there.


I don't mind targeted attacks, per se, but swapping hands has always seemed like a bad thing in most games. Your hand is one thing you build up and feel like is "yours" in a game, and then someone can just arbitrarily exchange their hand with yours? shake If there's a way to make it work thematically, then fine, and sometimes that can be a strategic choice... you purposely run your hand low knowing you can exchange with someone else... but still, I'm generally not a fan of that as a game element.

The other things might be cool, though, depending how they're used.


Perhaps it is a borrowing of an opponents hand? Look at it, play any card as if it is yours, but they do not lose it?
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Brent Mair
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Swapping hands has long term effects because each player has their own deck of cards. I really don't like the idea.

I also loathe the idea of targeted attacks in the game. I really like the way that current attacks affect all other players.
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Edward
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Making use of the trash pile? Like a Garbageman card - take a card from the trash in exchange for +2 (or +3) coin this turn.
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Myke Madsen
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theory wrote:
Making use of the trash pile? Like a Garbageman card - take a card from the trash in exchange for +2 (or +3) coin this turn.


Would be a nice foil for Turbo Remodel.
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J Knoerzer
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Instead of swapping hands you have a card that is says: randomly draw card or cards from your opponents hand. Use those cards during that turn as if they were yours. When you turn is over place those cards back into you opponent’s hand or opponent’s discard pile.
 
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David Jackman
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Grudunza wrote:
HappyProle wrote:
I like those ideas except for Swapping Hands and Permanents.

Swapping hands seems way too chaotic and is also a targeted attack. I'm not a fan of either in this game. As for Permanents, for some reason I can't quite put my finger on I'm really hoping Dominion doesn't go there.


I don't mind targeted attacks, per se, but swapping hands has always seemed like a bad thing in most games. Your hand is one thing you build up and feel like is "yours" in a game, and then someone can just arbitrarily exchange their hand with yours? :shake: If there's a way to make it work thematically, then fine, and sometimes that can be a strategic choice... you purposely run your hand low knowing you can exchange with someone else... but still, I'm generally not a fan of that as a game element.

The other things might be cool, though, depending how they're used.


Swapping hands should make everyone pass their hand to the left. That would be amazing. >:D
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Bill Barksdale
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jammasterjake wrote:
Maybe we will see these in the future?

1. More use of the discard pile.
1a. Trash cards from your discard pile.
1b. Take cards from your discard pile into your hand.
1c. Reshuffle only certain cards from your discard pile.


One problem with this kind of card is that you can't look through your discard pile.
 
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Chris F.
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I'm in agreement that the hand swapping and directed attacks don't really fit in Dominion. Permanent changes to other players' decks (thief, witch) are very limited in scope, and I like the fact that at the end of your turn you have a clean slate. Permanents don't seem to fit.

That said, I do like the idea of playing a card or two from your opponent's hand. Maybe something like:

Jester

Cost: 4
Action - Attack

+1 moneys

Each opponent reveals a card from his hand at random. Choose one of those cards. Until the end of the turn, you may play it as though it were in your hand. All revealed cards are discarded at the end of your turn
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Destry Miller
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fiddlerjones wrote:

That said, I do like the idea of playing a card or two from your opponent's hand. Maybe something like:

Jester

Cost: 4
Action - Attack

+1 moneys

Each opponent reveals a card from his hand at random. Choose one of those cards. Until the end of the turn, you may play it as though it were in your hand. All revealed cards are discarded at the end of your turn


Nice. I'd change it to be +1 action instead of +1 money (so you can play one of the revealed actions.)

Also, maybe make it reveal the top card of the other draw decks instead of from the hand. It'd be too easy to combo with militia and throne room to reduce the other players hands to practically nothing.
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Myke Madsen
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destry wrote:
fiddlerjones wrote:

That said, I do like the idea of playing a card or two from your opponent's hand. Maybe something like:

Jester

Cost: 4
Action - Attack

+1 moneys

Each opponent reveals a card from his hand at random. Choose one of those cards. Until the end of the turn, you may play it as though it were in your hand. All revealed cards are discarded at the end of your turn


Nice. I'd change it to be +1 action instead of +1 money (so you can play one of the revealed actions.)

Also, maybe make it reveal the top card of the other draw decks instead of from the hand. It'd be too easy to combo with militia and throne room to reduce the other players hands to practically nothing.


I agree on both points.
 
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Myke Madsen
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wcbarksdale wrote:
jammasterjake wrote:
Maybe we will see these in the future?

1. More use of the discard pile.
1a. Trash cards from your discard pile.
1b. Take cards from your discard pile into your hand.
1c. Reshuffle only certain cards from your discard pile.


One problem with this kind of card is that you can't look through your discard pile.


That's how the rules are written NOW, sure, but the rules also say you get 1 Action and 1 Buy per turn, and there are PLENTY of cards that break those rules. Action cards break rules, that's what makes them useful.
 
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Chris F.
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destry wrote:
fiddlerjones wrote:

That said, I do like the idea of playing a card or two from your opponent's hand. Maybe something like:

Jester

Cost: 4
Action - Attack

+1 moneys

Each opponent reveals a card from his hand at random. Choose one of those cards. Until the end of the turn, you may play it as though it were in your hand. All revealed cards are discarded at the end of your turn


Nice. I'd change it to be +1 action instead of +1 money (so you can play one of the revealed actions.)

Also, maybe make it reveal the top card of the other draw decks instead of from the hand. It'd be too easy to combo with militia and throne room to reduce the other players hands to practically nothing.


That's a good call. With your revisions, it'd be a great card.
 
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Jake Kiser
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destry wrote:
fiddlerjones wrote:

That said, I do like the idea of playing a card or two from your opponent's hand. Maybe something like:

Jester

Cost: 4
Action - Attack

+1 moneys

Each opponent reveals a card from his hand at random. Choose one of those cards. Until the end of the turn, you may play it as though it were in your hand. All revealed cards are discarded at the end of your turn


Nice. I'd change it to be +1 action instead of +1 money (so you can play one of the revealed actions.)

Also, maybe make it reveal the top card of the other draw decks instead of from the hand. It'd be too easy to combo with militia and throne room to reduce the other players hands to practically nothing.


I like this.
 
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Beau Bailey
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jammasterjake wrote:
destry wrote:
fiddlerjones wrote:

That said, I do like the idea of playing a card or two from your opponent's hand. Maybe something like:

Jester

Cost: 4
Action - Attack

+1 moneys

Each opponent reveals a card from his hand at random. Choose one of those cards. Until the end of the turn, you may play it as though it were in your hand. All revealed cards are discarded at the end of your turn


Nice. I'd change it to be +1 action instead of +1 money (so you can play one of the revealed actions.)

Also, maybe make it reveal the top card of the other draw decks instead of from the hand. It'd be too easy to combo with militia and throne room to reduce the other players hands to practically nothing.


I like this.


Does this mean you can Chapel or Remodel the card away? That seems like it may be a bit powerful. Or would the card still return to your opponent's discard pile even though it was destroyed?
 
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Chris F.
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That's a tough call. It says you can play the card as though it were in your hand, operative word "play." The way I see it, it would let you play an action or use a treasure card, but you couldn't trash it to remodel, mine, chapel, or moneylender or discard it to cellar.
 
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Chris Martin
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Coincidentally we were discussing this last night, and had some ideas:

1) A card that lets you take an extra turn immediately / forces all other players to miss a turn (i.e. can be cancelled by Moat). Has to be worded carefully so that no one misses consecutive turns, and would be priced highly, but is interesting and very different to what's currently available.

2) Victory point cards that reward you for holding Estates and Duchies or Copper and Silver. This brings these inferior cards that much more into play as a viable strategy.

3) We also liked the idea of choosing to take a Curse in exchange for a benefit: we thought that taking a Curse and a Gold could be interesting. The issue comes when the deck of Curses runs out: would you be allowed to just pick up the Gold?
 
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Chris F.
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chrisjwmartin wrote:

3) We also liked the idea of choosing to take a Curse in exchange for a benefit: we thought that taking a Curse and a Gold could be interesting. The issue comes when the deck of Curses runs out: would you be allowed to just pick up the Gold?


See this thread: http://www.boardgamegeek.com/thread/386650

I had much the same idea.
 
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I like the idea of a permanent, but I would want there to be more than one type of permanent and only one in play at a time. That way if you have extra, then they clog your hand. What about a permanent that makes you take curses at the beginning of your turn. That way you have incentive to get more so that you can discard it and replace it with a new one...
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I'm really excited that HiG is incorporating The Catapult into the newest expansion. It will really open up a number of unexpected options.
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Jake Kiser
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sisteray wrote:
I'm really excited that HiG is incorporating The Catapult into the newest expansion. It will really open up a number of unexpected options.


Details? Or is this an inside Dominion joke?
 
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jammasterjake wrote:
sisteray wrote:
I'm really excited that HiG is incorporating The Catapult into the newest expansion. It will really open up a number of unexpected options.


Details? Or is this an inside Dominion joke?


I think more like an inside Carcasonne joke, I believe...
 
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