Talk:Secret History of the Intrigue Cards

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[edit] DXV's Comments (From http://boardgamegeek.com/article/12682206#12682206)

The horribly broken card was cost $4, "+$1 per action you've played this turn." I tried out variations on it in Dark Ages, as you can see in the outtakes article (called Den of Sin there), and finally it ended up as Horn of Plenty.

Masquerade was briefly in War. At the point at which I wrote that possibly I was thinking Abroad would come ahead of War - that was up in the air for a while (and in the end it did).

To save time I am going to describe some of these in terms of the outtakes article's entries on Intrigue and Early Days (see).

Quote: - There was that broken card that Conspirator replaced. W. Eric Martin is the one who reported a friend of his getting over 50 coins in a turn with this. Well if I make a fixed-up version I will tell you all about it then.

Harvest (again, from the outtakes article - so, +$1 per Action in play).

Quote: - There was that reaction card that didn't make it. It tied into the one-shot theme and just wasn't useful enough without it.

Bribe.

Quote: - There was the attack that Swindler replaced. I tried three different versions of it, all one-shots, and well people don't like one-shots. It was considered for the promo but just hadn't had any fans.

The one-shot Curser. There were multiple versions of it but at least one is pictured, Poison. I also tried it giving +$2, and giving no resources but handing out a Curse and a Confusion (back when).

Quote: - There was another one-shot attack. There was a one-shot card-drawer that moved to a later set. There was another card that was sometimes a one-shot. There was an exotic one-shot that became a non-one-shot and moved to a later set.

Pillage (again, shown in the Early Days section, not the published card). Ball, became Madman. Old Silver Mine. Campaign (turned into Arena).

Quote: - There was a vanilla card. These are cards that just have some mix of +'s. I think they're worth doing at the rate of like one per expansion or so. They're really uninteresting to hear about but can still fill some important function in the set. There are six in the main set (Village Woodcutter Smithy Festival Laboratory Market) and people do like most of them. But they're not too exciting in expansions. Anyway there was one and it didn't stick around and that's why. The set already had Great Hall and Harem and that was plenty of vanilla. It could still show up later, if I ever need exactly what it offers.

It was cost $3, +1 Card +1 Action +1 Buy. Not exciting enough to make the outtakes article, that's saying something.

Quote: - There was an attack that could steal any type of card, not just treasures. I had a version that I thought was fair, but it slowed the game down way too much. That concept could still come back someday.

Bandit, later turned into Rogue.

Quote: - There was a 2-coin "choose one" card with three weak and complex abilities. Not a crowd-pleaser.

Servant's Room.

Quote: - There was a card in the Gardens family that was worth 1 VP per 4 cards in your deck costing up to 2, other than Curse and Confusion (a Curse-like card that just did nothing). Gardens is a better version of that concept; limiting it to cheap cards doesn't change much, since cheap cards are what you can most readily buy with Gardens. I mean it's different but not interestingly so. And counting Curses is better than not counting them. This card predated Gardens, which was originally designed for a later set.

The one called Gardens. Curse and Confusion said "Token" on the bottom at the time.

Quote: - There were a couple different cards that had "trash the top card of your deck" as a penalty. Talk about crowd-pleasing.

The Early Days Duke and something similar. I haven't saved an image but it was another version of the Early Days Duke, probably like +$3, trash the top card of your deck.

Quote: - There was another attack that trashed cards; Saboteur replaced it. Prior to development of the main set, there were a bunch of cards in different expansions that were variations on "trash the top card of each other player's deck." Once it became apparent that that concept was flawed, all of those cards needed reworking, and some just died.

Marauder (Early Days).

Quote: - There were two other cards that let you discard stuff for an effect, both of which could make it somewhere eventually in some form.

Keep and the Duke from the Intrigue section.

Quote: - There were two Workshop variants (at different times) that weren't interesting enough. Ironworks has that slot now.

The Armory in the Intrigue section. Possibly I mean Duke from the Intrigue section for the other one; if not I don't remember what the other one was.

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