Editing Fan Card Creation Guide
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Why? On the low end, it's extremely rare to have {{cost|1}} to spend but not {{cost|2}}. On the high end, if you've got {{cost|8}} or more to spend, the correct move is usually to buy a Province (or Platinum/Colony) regardless of what kind of power card might also be available. | Why? On the low end, it's extremely rare to have {{cost|1}} to spend but not {{cost|2}}. On the high end, if you've got {{cost|8}} or more to spend, the correct move is usually to buy a Province (or Platinum/Colony) regardless of what kind of power card might also be available. | ||
− | That said, there is nothing inherently broken about a card with a weird cost. Let's talk about a {{cost|1}} cost first. Many players feel that there should never have been a $1 card ({{card|Poor House}} due to the dramatic gameplay change it would wreak with {{card|Upgrade}} and {{card|Remake}}. They would no longer be able to trash Coppers outright but instead clog your deck with other weak cards. Personally, I don't see this as a problem. With as many Dominion cards as there are, the introduction of a {{ | + | That said, there is nothing inherently broken about a card with a weird cost. Let's talk about a {{cost|1}} cost first. Many players feel that there should never have been a $1 card ({{card|Poor House}} due to the dramatic gameplay change it would wreak with {{card|Upgrade}} and {{card|Remake}}. They would no longer be able to trash Coppers outright but instead clog your deck with other weak cards. Personally, I don't see this as a problem. With as many Dominion cards as there are, the introduction of a {{card|1}} card won't change most of them, but it WOULD make a set of games with their own flavor possible. That's the spirit of Dominion -- every game has its own unique set of interactions to puzzle through. |
This is essentially the argument Donald X. made before Prosperity came out with its four {{cost|7}} cards. Prior to that, many Dominion players felt that there should never be a {{cost|7}} card, because the {{cost|7}} "hole" was an important and interesting component of the gameplay. But with the addition of {{cost|7}} cards, that "hole" is still usually present, and, when it is not, a whole new set of interactions is available. | This is essentially the argument Donald X. made before Prosperity came out with its four {{cost|7}} cards. Prior to that, many Dominion players felt that there should never be a {{cost|7}} card, because the {{cost|7}} "hole" was an important and interesting component of the gameplay. But with the addition of {{cost|7}} cards, that "hole" is still usually present, and, when it is not, a whole new set of interactions is available. | ||
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==== [[Artifact|Artifacts]] ==== | ==== [[Artifact|Artifacts]] ==== | ||
Artifacts are Projects that only one player has at a time ({{state|Lost in the Woods}} is essentially an Artifact), creating player interactivity. They can either be easy to take for competitiveness or hard to take for a way to get ahead. | Artifacts are Projects that only one player has at a time ({{state|Lost in the Woods}} is essentially an Artifact), creating player interactivity. They can either be easy to take for competitiveness or hard to take for a way to get ahead. | ||
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=== Research: Other Existing Components === | === Research: Other Existing Components === | ||
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Remember you can't buy anything if you have debt, it needs paying off immediately. This means debt can pin a player, where they have no Treasures and no way of buying Copper because they have Debt, and so they cannot pay off the debt. This is not "fun", not a positive experience for players. With official cards, taking debt is always a voluntary (or at least coerced) act - even with {{event|Tax}} or {{landmark|Mountain Pass}}, a player is in control of the amount of debt they take. If you want to give monetary penalties, consider the [[#Penalty Adventure Tokens|–$1 Token]] or a Treasure-based discard attack before handing out debt to other players. | Remember you can't buy anything if you have debt, it needs paying off immediately. This means debt can pin a player, where they have no Treasures and no way of buying Copper because they have Debt, and so they cannot pay off the debt. This is not "fun", not a positive experience for players. With official cards, taking debt is always a voluntary (or at least coerced) act - even with {{event|Tax}} or {{landmark|Mountain Pass}}, a player is in control of the amount of debt they take. If you want to give monetary penalties, consider the [[#Penalty Adventure Tokens|–$1 Token]] or a Treasure-based discard attack before handing out debt to other players. | ||
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==== Coin Tokens ==== | ==== Coin Tokens ==== | ||
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==== Trash for Benefit ==== | ==== Trash for Benefit ==== | ||
The ability to trash your starting Estates and Coppers, as well as other junk, is very powerful, the earlier it can be done the better. | The ability to trash your starting Estates and Coppers, as well as other junk, is very powerful, the earlier it can be done the better. | ||
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==== On Gain, On Buy, On Trash ==== | ==== On Gain, On Buy, On Trash ==== | ||
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==== Set Aside ==== | ==== Set Aside ==== | ||
Cards that are set aside aren't part of your hand or in play; if they came from your deck, they're still part of your deck. If they came from the supply, they exist outside of the supply now. [[Reserve]] cards were originally just set aside during playtesting for [[Adventures]] (likewise, the {{card|Native Village}} and {{card|Island}} mats were originally just setting aside cards during [[Seaside]] playtesting). Setting cards aside is useful for smoothing duration cards like {{card|Archive}} or {{card|Crypt}}, and for tracking out-of-turn reactions like {{card|Horse Traders}}. | Cards that are set aside aren't part of your hand or in play; if they came from your deck, they're still part of your deck. If they came from the supply, they exist outside of the supply now. [[Reserve]] cards were originally just set aside during playtesting for [[Adventures]] (likewise, the {{card|Native Village}} and {{card|Island}} mats were originally just setting aside cards during [[Seaside]] playtesting). Setting cards aside is useful for smoothing duration cards like {{card|Archive}} or {{card|Crypt}}, and for tracking out-of-turn reactions like {{card|Horse Traders}}. | ||
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==== Cost Comparisons ==== | ==== Cost Comparisons ==== | ||
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==== Exchange ==== | ==== Exchange ==== | ||
− | There's untapped design space for exchange-for-benefit cards. A pitfall to bear in mind when using the exchange mechanic is it doesn't necessarily bring the game closer to finishing in the way trash-for-benefit does | + | There's untapped design space for exchange-for-benefit cards. A pitfall to bear in mind when using the exchange mechanic is it doesn't necessarily bring the game closer to finishing in the way trash-for-benefit does. |
=== Research: Player Interaction === | === Research: Player Interaction === |