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Subject: Warehouse 13 variant card rss

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Martin DeOlden
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I think the 5 cost total is sufficient. I went with 4 gold and 1 potion as it fits the theme of the card best as the Warehouse 13 agents have to use those special bags or purple goo to take an artifact.

I am thinking of doing a mini set with the series and using the list of Artifacts on the warehouse 13 wiki.
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David Goldfarb
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Donald X. has given a bunch of reasons why he doesn't want targeted attacks in the game. I don't see anything about this card that overcomes those objections....
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Roberta Yang
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In the case where it hurts the targeted player the least, its effect is "+1 Action. Gain a Province. Target opponent gains a curse." In most games, this is probably stronger than Possession, and it has the added ugliness of being a targeted attack.
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Chuck Meeks
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That does seem overpowered.What if you randomly select a card from their hand? I think that might fit in with the theme of the Warerhouse 13 and reduce the effect somewhat. Just a thought.
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Martin DeOlden
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David Goldfarb wrote:
Donald X. has given a bunch of reasons why he doesn't want targeted attacks in the game. I don't see anything about this card that overcomes those objections....


Never seen those objections before. Is there a thread on them?

I have not been playing long so I still need to work on my variant cards.
Going to 7 with a potion might be better. 8 and a potion just seems a bit high.

Instead of a targeted attack how about - All opponents show their hand and you choose 1 card to gain a copy of and then all opponents gain a curse card.

The opponent you copy from would not discard their card and it has more of a chance to have a Moat or other reaction card played on it due to all players being effected.



My other idea was to have the card be similar to Tournament and have a pile of 5 Artifacts that you could choose from to add to your deck but I think I wil make that card as Artie's Handbag as he always has useful Artifacts to choose from.
 
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Benj Davis
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Targetted attacks make baby Donny cry.

For extra crazy, how about:
"Name a card. All opponents reveal their hands. If any opponents have one or more copies of the named card, they discard one. If this forces any opponents to discard a copy the named card, you may gain a copy of that card.
All opponents gain a curse. If they discarded a copy of the named card, they may place this curse in their hand."

Which makes it still potentially very strong, but requires some guesswork (or, even better, chaining them so you know what's there). And opponents who lose access to the named card suffer from that, they get to cycle through their new curse faster (possibly even with the opportunity to trash it, Masquerade it, etc.).
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Theorel Masheriel
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David Goldfarb wrote:
Donald X. has given a bunch of reasons why he doesn't want targeted attacks in the game. I don't see anything about this card that overcomes those objections....


Indeed he has...In fact no direct attack will ever overcome his concern because it boils down to the fact that he doesn't personally like them.
http://www.boardgamegeek.com/article/4819766#4819766

donaldx wrote:
metzgerism wrote:
The "no-direct-attacks" tenet of Dominion design is based on both a desire to avoid piling on and the fact that direct attacks scale very poorly - it probably has less to do with DXV's personal tastes than it does mechanical ineffectiveness.

Incorrect!

Dominion always had everyone-but-you-style attacks, and the reason it did was because that's what I do in all my multiplayer games that have attacks (that don't have some more game-specific solution). It was automatic. It did not involve any special calculations or testing for Dominion specifically. And then it worked because of course it works, it had already worked in all those other games.

This comes naturally from making games at all. You make a game. It allows for directed attacks. Who do they attack? Man, you designed it. You must be the one who knows what's going on. They attack you. Of course it also comes from evenings spent whining about who gets the robber, man, Tom's winning, put it on that ore why don't you, wtf, don't trade with Tom, are you nuts, he's winning I tell you, look he's just about to get the longest road.

I don't see any reason you couldn't make a game like Dominion with directed attacks. Some people like spending the evening whining about who not to trade with - it takes all kinds - and there's nothing about "your game state is stored in a deck of cards" that defeats that. I personally don't like those games and so Dominion isn't one of them. But if political games are possible at all then you can also make a political deckbuilding game.

I don't agree with some of the other stuff you said either, but it's not like I want to talk about what exactly is possible on a Dominion card. And what, I'd just as soon have people making up directed attacks for their homemade cards; since I won't be doing those, it stops us from overlapping.


So, please ignore the nay-sayers...direct attacks are not inherently terrible things. They just offer a different play experience then you will ever get with regular Dominion cards.

There are some other valid concerns about the card though...I might would value it a 6+P as it's pretty similar to Possession. It can gain you some provinces off of your opponent's better deck, or alternatively it can ruin his turns by forcing him to discard a good card.
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Kevin Costello
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My biggest concern is actually why the heck does a card like this get a +1 action? Do you really want to make it easy for people to play multiples of it in a turn? If they build a village engine or pair it with KC/TR, go ahead, they've earned it, but just having a +1 action doesn't sit well with me, especially since after the first one, you've seen somebody's hand and can really screw over that one player if he has a strong hand.

I guess that's a big pet peeve of mine with fan cards in general. I think people often (not always) are way too quick to make their actions non-terminal. Dominion is full of good, playable terminal actions, and I think this card would definitely be strong enough even as a terminal.
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Vince Lupo
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Warehouse 13 is a great idea for a card but this card is definitely overpowered. Consider making it more like a cross between Thief, Jester and/or Bishop.
 
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Paul Oakley
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I have no idea what Warehouse 13 is and I misread the topic as "Warehouse 13 card variant". I was shocked and confused (and slightly upset) that your card did not read "+13 Cards, +1 Action, Discard 13 cards."
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Vince Lupo
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Thisisnotasmile wrote:
I have no idea what Warehouse 13 is and I misread the topic as "Warehouse 13 card variant". I was shocked and confused (and slightly upset) that your card did not read "+13 Cards, +1 Action, Discard 13 cards."



hahhahahahahah!!

Well, you can play 6 laboratories and a village for the 13 card draw. For the discard you could play a secret chamber afterwards.

Not quite the same though...
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