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|Name=[[Donald X. Vaccarino]] | |Name=[[Donald X. Vaccarino]] | ||
|Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg821017#msg821017 Interview with Donald X.] | |Source=[http://forum.dominionstrategy.com/index.php?topic=5799.msg821017#msg821017 Interview with Donald X.] | ||
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+ | {{Quote|Text= | ||
+ | I wouldn't do hexes; they are just too complex. attacks are more complex than other cards in general, and for new players a hexing attack is just, stop the game so we can read this new hex, figure out what it does, okay next turn same thing. some of this up this by making you read another card too. it's madness. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[https://discord.com/channels/212660788786102272/257241961482813440/479378125667696659 Dominion Discord, 2018] | ||
}} | }} | ||
{{Navbox Nocturne}} | {{Navbox Nocturne}} |
Revision as of 14:51, 28 September 2021
Hexes, introduced in Nocturne, are harmful effects. They are dispensed by Doom cards.
The pile of Hexes is shuffled, and when a Doom card instructs you to receive a Hex, you draw the next one and get whatever harm it tells you, and return it to the Hex discard pile when you've resolved it. If the Doom card is an Attack, only one Hex is revealed, and it affects all other players. When the Hex pile is exhausted, the discarded Hexes are reshuffled.
Hexes are not "cards"; any text referring to a "card" does not apply to Hexes. However, for reference, the Hex effects are printed on cards in a landscape orientation with dark purple frames.
Contents |
Official Rules
- Hexes are a face-down deck of cards that are revealed as needed.
- The phrase "receive a Hex" means, turn over the top Hex, and follow the instructions on it.
- "Each other player receives the next Hex" means, turn over just one Hex, and the other players all follow the instructions on that same Hex.
- If all Hexes have been used, shuffle the discards to reform the deck; do this whenever the deck is empty.
- Received Hexes always go to the Hexes discard pile.
Preparation
- If any Kingdom cards have the Doom type, shuffle the Hexes and put them near the Supply, and put Deluded/Envious and Miserable/Twice Miserable near the Supply also.
List of Hexes
Gallery
Discussion
There are Hexes for each of the 6 kinds of Attacks in Dominion:
- Handsize attack: Fear, Haunting, Poverty
- Junking attack: Greed, Plague
- Trashing attack: Locusts, War
- Deck order attack: Bad Omens, Famine
- Turn-worsening attack: Delusion, Envy
- Score attack: Misery
There is some overlap: Locusts can also be a junker, and Plague is also a score attack, like all cursers.
Most of the Hexes have effects seen previously, but Misery is the first "attack" that only affects a player's score, and Delusion and Envy's effects are unique in Dominion.
Trivia
In other languages
- French: Sortilège (lit. magic spell)
- German: Plage (lit. plague)
- Russian: Порча (pron. porcha, lit. corruption)
- Dutch: Spreuk
Preview
Nocturne has Hexes. Hexes are another 12-card deck of landscape-style instructions. These ones are bad though. You get an effect like "each other player receives the next Hex," and then you turn over just one Hex, just one okay, and they all get that Hex. Of course sometimes you Hex yourself instead.
Secret History
Outtakes
There were multiple versions of the discard attacks, with Poverty leaving and then coming back. One tried to have you discard a copy of your top card, which missed too much. At one point I tried "discard an Action" and "discard a Treasure," at Billy's suggestion. They take way way more words than that and were not great. Billy suggested putting Minion in but I didn't enjoy it and so in the end there's Fear, also Billy's suggestion.
One trashing attack dug for a Treasure other than Copper and trashed it.Donald X.'s second thoughts about complexity
There are 12 Boons to read too, but it's a world of difference. You turn over your Boon. Gain a Silver. Okay, done. There are a few wordier ones but they are not the problem the hexes were. And only one player has to read and understand the Boon, that helps too. (Sacred Grove: one of the cards to not do in my five.)
Strategic complexity is great. It's not a problem at all, I can have as much as I manage. Having to deal with 18+ concepts over the course of playing with a card is a nightmare.