Madman
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== Trivia == | == Trivia == | ||
=== Secret History === | === Secret History === | ||
− | {{Quote||Text=I quickly tried four variations on the top before settling on what it has. The premise was to let you trash cards that weren't in your hand; it had to also hit them in your hand so you didn't curse your luck on drawing those opening Estates / Shelters too often. Some of the versions trashed cards from the | + | {{Quote||Text=I quickly tried four variations on the top before settling on what it has. The premise was to let you trash cards that weren't in your hand; it had to also hit them in your hand so you didn't curse your luck on drawing those opening Estates / Shelters too often. Some of the versions trashed cards from |
+ | |||
+ | Hunting Grounds: The bottom started out on a victory card worth 3 VP. It was a defense vs. Knights, and cute with Remodels, but not really so worth doing. So I dropped that card, then brought the bottom back with a simple action top. I see from my files that I briefly tried it at $5 with "+3 Cards +1 Buy" before going to the +4 Cards version. | ||
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+ | Ironmonger: This was briefly in Hinterlands long ago. I forget why I dropped it. When I put it here, initially you always discarded the card. Some people hate flipping over their good cards though, so I tried a version where you could keep the card if you wanted, and as you can see that worked out. | ||
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+ | Junk Dealer: This was a relatively late addition. I wanted another +1 Card +1 Action thing for $5. I tried a version of this that only gave you the +$1 if the trash had at least 10 cards in it, then 5, and then I just gave you the +$1. | ||
+ | |||
+ | Knights: How about a pile where every card is different? To keep from being too much to remember, they could be variations on a theme. Thus was my thinking back when, and the 2007 version of the set had a pile of Knights. They each had "Each other player trashes the top card of his deck," which was my standard trashing attack in those days, plus a bonus that varied by Knight. At that time kingdom card piles were 12 cards, and exactly 12 people had played Dominion when I made the first version of the expansion, so I had a Knight for each of them. | ||
+ | |||
+ | When the top-card-trashing attacks all died their deserved deaths, I had to find a way to fix up the Knights. I settled on trashing cards in the range $3-$6. I tried other ranges, man, don't think I didn't. If the lower limit is $4, you always buy Silver over $4's, which makes the game less fun. If the top limit is $5, you always buy Gold over $5's, which makes the game less fun. $3-$6 is the range that does not actually stop you from building a deck with actions, while not helping your opponents by trashing junk, and not being so swingy as to trash Provinces. I could have gone $3-$7 but decided to let the $7's be excitingly immune to Knights. | ||
+ | |Name=[[Donald X. Vaccarino]] |Source=[http://forum.dominionstrategy.com/index.php?topic=4318.0 The Secret History of the Dark Ages Cards]}} | ||
{{Navbox Cards}} | {{Navbox Cards}} |
Revision as of 10:57, 4 November 2012
Madman
Madman | |
---|---|
Cost | 0* |
Type | [[Action]] |
Set/Expansion | Dark Ages |
Illustrator | Claus Stefan |
+2 Actions Return this to the Madman pile. If you do, +1 Card per card in your hand. |
Contents |
FAQ
Official FAQ
This card is not in the Supply; it can only be obtained via Hermit. When you play it, you get +2 Actions, return it to the Madman pile if you can (this is not optional), and if you did return it, you draw a card per card in your hand. For example if you had three cards in hand after playing Madman, you would draw three cards. Normally, nothing will prevent you from returning Madman to the Madman pile, but you may fail to due to playing Madman twice via Procession, Throne Room (from Dominion), or King's Court (from Prosperity). So, for example, if you Procession a Madman, you will get +2 Actions, return Madman to the Madman pile, draw a card per card in your hand, get another +2 Actions, fail to return Madman and so not draw cards the second time, fail to trash Madman, and then gain an Action card costing exactly $1 if you can.
Other Rules clarifications
Strategy Article
Synergies/Combos
Antisynergies
Trivia
Secret History
Hunting Grounds: The bottom started out on a victory card worth 3 VP. It was a defense vs. Knights, and cute with Remodels, but not really so worth doing. So I dropped that card, then brought the bottom back with a simple action top. I see from my files that I briefly tried it at $5 with "+3 Cards +1 Buy" before going to the +4 Cards version.
Ironmonger: This was briefly in Hinterlands long ago. I forget why I dropped it. When I put it here, initially you always discarded the card. Some people hate flipping over their good cards though, so I tried a version where you could keep the card if you wanted, and as you can see that worked out.
Junk Dealer: This was a relatively late addition. I wanted another +1 Card +1 Action thing for $5. I tried a version of this that only gave you the +$1 if the trash had at least 10 cards in it, then 5, and then I just gave you the +$1.
Knights: How about a pile where every card is different? To keep from being too much to remember, they could be variations on a theme. Thus was my thinking back when, and the 2007 version of the set had a pile of Knights. They each had "Each other player trashes the top card of his deck," which was my standard trashing attack in those days, plus a bonus that varied by Knight. At that time kingdom card piles were 12 cards, and exactly 12 people had played Dominion when I made the first version of the expansion, so I had a Knight for each of them.
When the top-card-trashing attacks all died their deserved deaths, I had to find a way to fix up the Knights. I settled on trashing cards in the range $3-$6. I tried other ranges, man, don't think I didn't. If the lower limit is $4, you always buy Silver over $4's, which makes the game less fun. If the top limit is $5, you always buy Gold over $5's, which makes the game less fun. $3-$6 is the range that does not actually stop you from building a deck with actions, while not helping your opponents by trashing junk, and not being so swingy as to trash Provinces. I could have gone $3-$7 but decided to let the $7's be excitingly immune to Knights.