Soothsayer
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|Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg440115#msg440115 With my Dominion Time Machine...] | |Source=[http://forum.dominionstrategy.com/index.php?topic=3179.msg440115#msg440115 With my Dominion Time Machine...] | ||
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+ | Soothsayer has no obligation to max out how good it is in all situations. If you stop wanting to play it with no {{Card|Curse}}s left, due to the card still going out, that's fine. I want the card to be simpler; if I didn't care about that, the game would be unplayable. We can endlessly do this for any situation; it's Dominion. Of course there's nonzero value to that clause for players of Soothsayer. That has nothing to do with why that clause is a mistake. | ||
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+ | Yes there will be a certain amount of complexity. That bit on Soothsayer was a poor place to spend complexity points. It did not make the card all that complex, and was still a mistake. It's the natural way of all cards, to become more complex during playtesting. This card isn't fun enough; add some text! It's a little too weak... some text to make it more powerful! Or too strong, make it weaker with text. You can't just change the big numbers; there's a huge gulf between +{{Cost|1}} and +{{Cost|2}} and so on. So, complexity. And it all adds up to unplayable complexity. You have to rein it in everywhere you can. | ||
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+ | Soothsayer was totally fine. One person complained. I thought sure and changed it. It was a mistake; it doesn't happen enough to justify the extra text. There's a chart and everything. | ||
+ | |Name=[[Donald X. Vaccarino]] | ||
+ | |Source=[https://discord.com/channels/212660788786102272/499250664690679808/736830875538554980 Dominion Discord, 2020] | ||
+ | }} | ||
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=== Retrospective on power level === | === Retrospective on power level === | ||
{{Quote| | {{Quote| |
Revision as of 18:54, 27 April 2022
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Soothsayer | |
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Info | |
Cost | |
Type(s) | Action - Attack |
Kingdom card? | Yes |
Set | Guilds |
Illustrator(s) | Alayna Danner |
Card text | |
Gain a Gold. Each other player gains a Curse, and if they did, draws a card. |
Soothsayer is an Action–Attack card from Guilds. It is a Gold gainer, and a curser whose attack is mitigated by increasing the handsize of anyone who receives a Curse.
Contents |
FAQ
Official FAQ
- If there is no Gold left, you do not gain one.
- If there are not enough Curses left to go around, deal them out in turn order, starting with the player to your left.
- Each player who gained a Curse draws a card. This is not optional.
- A player who did not gain a Curse, whether due to the Curses running out or due to some other reason, does not draw a card.
- A player who uses Watchtower (from Dominion: Prosperity) to trash the Curse did gain a Curse and so draws a card; a player who uses Trader (from Dominion: Hinterlands) to gain a Silver instead did not gain a Curse and so does not draw a card†.
Other rules clarifications
- If you gain a Curse and draw a Reaction like Sheepdog or Horse Traders, it's too late to use it.
- Each affected player gains a Curse and draws a card before the next affected player does so. This is a change from the first version of Soothsayer.
† Trader now exchanges the Curse, so players that react with Trader will draw a card.
Strategy Article
See here for a discussion about Soothsayer.
Synergies
- Venture
- Big Money
- Remodel, Salvager, Expand, or other trash for benefit cards that really like Gold.
- Discard attacks, although you need Action surplus for that.
Antisynergies
- Opponent's Trashers
- Opponent's Warehouses or other handsize-dependent sifters
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
Gain a Gold. Each other player gains a Curse. Each player who did draws a card. | Guilds | June 2013 | ||
Gain a Gold. Each other player gains a Curse, and if they did, draws a card. | Guilds & Cornucopia | March 2018 |
Other language versions
Trivia
It is notable in being the only Curser card that does not reflect the theme of its expansion.
Secret History
Retrospective on complexity
Yes there will be a certain amount of complexity. That bit on Soothsayer was a poor place to spend complexity points. It did not make the card all that complex, and was still a mistake. It's the natural way of all cards, to become more complex during playtesting. This card isn't fun enough; add some text! It's a little too weak... some text to make it more powerful! Or too strong, make it weaker with text. You can't just change the big numbers; there's a huge gulf between + and + and so on. So, complexity. And it all adds up to unplayable complexity. You have to rein it in everywhere you can.
Soothsayer was totally fine. One person complained. I thought sure and changed it. It was a mistake; it doesn't happen enough to justify the extra text. There's a chart and everything.
Retrospective on power level