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Pere
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From http://www.riograndegames.com/games.html?id=421

Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.

This is the 7th addition to the game of Dominion. It is 500 cards but is not a standalone. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.

(Emphasis mine)

So... new and beefed-up curses? The Remodel set?
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Blake Stetson
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Cool, can't wait for this one. I love the shelters thing!
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Tables
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Mmm... so, 35 Kingdom Cards, seem to remember that's about what I expected. That means 385 cards accounted for, plus two for each victory card. Then there are Shelters, which there's at least 12 of (probably >=18 of for 6 player), and Ruins, which could really be any number... but either way that leaves about 100 cards between Ruins, cards only gained cards from other cards, extra Shelters and anything else I've missed.

It looks cool, but I'm going to try and avoid getting too excited... we currently know nothing about what Shelters or Ruins do, and to be honest until I see some of the cards it doesn't look any more exciting than any other expansion, aside from there being more cards (not that not being more exciting is a bad thing)
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Rick Teverbaugh
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I have no reservations about the excitement I feel for this expansion. There's every reason to be more excited than any other expansion because there's more in this than any other expansion. Can't wait for GenCon.
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The Compulsive Completist
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surprise

Need more info!
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Ancestral Hamster
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Yes, need more info. However, since I was introduced to Dominion last year, I am enthusiastic about it, so I'm curious about what the new mechanics will do.
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Len
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"Your so-called kung-fu... is really... quite pathetic"
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This looks like it might be a fun set. I'm looking forward to it....

bacon


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Pater Absurdus
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"What is best in Life? To crush your enemies, to see them driven before you, and to hear the lamentations of their women."
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Sounds superb. I can hardly wait!
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Pere
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Quote:
new bad cards you give to other players (Ruins)

With the theme of trash/upgrading, maybe the ruins are some 'untrashable' curses (cannot be trashed, or when trashed, gain a curse/ruins)

Quote:
new cards to replace starting Estates (Shelters)

Nothing comes to mind... when you trash this gain a state?

Quote:
cards you can only get via specific other cards

Already done with black market and tourney/prizes. Fan cards have done this with: when you gain card A, gain card B (card B isn't in the supply) with A and B being usually a village and a smithy variants

Quote:
There are cards that do something when trashed

Done with Mining village and Feast. One-shots, most likely.

Quote:
cards that care about the trash

Citychapel: trash cards from your hand, if there are at least X cards in the trash, do something, if there are at least Y, do something cooler.
These must be trashers or one-shots, or risk being in a game without trashing.

Quote:
cards that upgrade themselves

Humm... Feast-variants?

Quote:
ways to upgrade other cards.

Remodelworld!

to be fleshed
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Thomas Brendel
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"Cards that do something when trashed" don't necessarily have to be one-shots. They could be Reactions that trigger when they get trashed by some other effect. Probably with another feature that might be worthwhile even in a game without trashing (the way Secret Chamber's action might be in a game without Attacks, or Tunnel's VP are in games without discarding).
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Chris White
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Wacky speculation idea that's sure to be wrong:

Ruins are a -1 VP card with a cost of $-1.

If you want to Upgrade or Remodel it, you'll need to take a Copper. But hey, if you have extra buys you spend one of 'em on Ruins to increase your total buy power by one.
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ŁṲÎS̈
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gf1024 wrote:
I see lots of things in the description the online community's been trying to create in fan cards since the release of the base game. I wonder how Donald managed to make those ideas work. Particularly (is that how it's spelled?) interested about cards that care about the trash pile.


My first reaction too. I bet he'll tell us we've had zero influence on it though since all the expansions were made years ago
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Mike Watne
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Quote:
cards that care about the trash


We tried our hand at a user-created card called "Alms" a while back. Our first draft was a 0-coin Treasure card worth +1 coin for each Treasure card in the Trash pile. Waaaay too strong. We then tweaked it so that Alms couldn't be used to purchase Victory cards. Better, but not quite right.

We realized that we wanted to accomplish 2 things with the card. First, we obviously wanted to involve the Trash pile because, well, we hadn't seen that in Dominion yet. Second, and most importantly, we wanted to provide a consequence to deck thinning strategies, or at very least, a reason to think twice before trashing all of your junk. After many different drafts, the working prototype for "Alms" reads:

"Treasure, 0 Coins [Cost 4]: Shuffle the Trash pile and place it face down. Reveal the top 2 cards of the Trash pile. +1 coin for each Treasure card revealed, +3 coins for each Victory card revealed. If Alms is the only Treasure card in play, you may gain any Treasure cards revealed in this way."

Not perfect yet, but it makes for some interesting games. I look forward to see what these sorts of ideas can do with the full force of Dominion playtesting behind them. This should be a great expansion.

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Mark Judd
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There might be something like Trade Route for the Trash pile - worth $1 for each different victory card in the trash or $1 for each different treasure card in the trash or something like that. And there will probably be a victory card dealing with the trash. The two ideas I can think of are a Gardens variant - worth X VP for each Y cards in the trash - and a Fairgrounds variant - worth X VP for each Y differently named cards in the trash.
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Jeremy Volk
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The thing about a card that "cares about the trash" is that the ability that depends on the trash can't be the only part of the card, or else it will be useless in games without trashing (same as cards with "when trashed" abilities). Preferably, a card that cares about the trash would also have a trash ability itself, so that the part that depends on the trash pile will always do something. Another thing about it is that it probably can't depend too much on the size of the trash pile, because again, that can vary drastically depending on the kingdom. (I like the Citychapel idea, though.) In fact, there are a lot of delicate potential problems that need to be kept in mind when designing a card that fiddles with the trash pile. I'm interested to see how the developers dealt with those problems.
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Jann Beckers
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WOW, awesome!

I only got introduced to Dominion beginning of this year, and immediately bought Intrigue and Prosperity. I was planning on buying Seaside but maybe I will wait for Dark Ages!

Or buy both (but my storage solution won't work anymore then)
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Jann Beckers
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The text itself is absolute nonsense though :-)

"You can drop your garbage anywhere"?!? Wonder what that means!
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Thomas Brendel
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Probably not anything gameplay-specific. Hinterlands didn't actually give us a Mamihlapinatapai card.
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Philip Eve
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I wonder whether the Trash pile will be ordered or not. I know that at the moment it is an unordered stack of cards, but that may only be because so far there have been no cards for which the content of the Trash was important. The possible things that might be done with the Trash depend in part upon whether it matters what order the cards are put in.
 
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Drew Spencer
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traininthedistance wrote:
Wacky speculation idea that's sure to be wrong:

Ruins are a -1 VP card with a cost of $-1.


It is highly unlikely that a card with a cost less than $0 will ever be released, because under the wording on cards like Bridge, its cost would actually go up when Bridge was played. It's not impossible, but Bridge suggests to me that costs under $0 are just not expected ever.

EDIT: but the effect would be fairly easy to simulate using card text instead of a negative cost.
 
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Lee Fisher
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Dominion: Dark Ages
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Jason
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senseless wrote:
You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead.

Twigs? Lettuce would make much more sense, here.
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Don Riddle
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See my 'prophetic' fan expansion called Dominion: Plague, at http://boardgamegeek.com/thread/726385/plague-fan-expansion-...
I've updated the first post to reflect the current state of the cards, but if you look through the posts for Old Versions, you will see that originally my set had more cards that cared about the trash. People didn't like that so I changed many of them but I kept this one in...
Scavenger – Action – 0$
“Choose one: gain a card costing up to 2$; or gain a card costing up to 5$ from the trash pile.”
 
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JEREMY JINKERSON
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Been waiting to see more upgrade/trashing mechanics. Also interested to see how the new Curse-like cards will work.

The "cares about the Trash" element is unexpected, and I'm equally pleased to see that DXV continues to pursue new directions.
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Matthew M
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Moved to Dominion: Dark Ages forums
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