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I tried some old ideas that it seemed time to try. For a while there was a card that trashed another card for a mix of +1's equal to its cost. Then it didn't include +Card. Then I tried a mix of +Cards and +Actions, and then a straight, trash for +Buys card. Maybe there is something there, but not in this expansion. There was "Discard X {{Card|Silver}}s, +2X Cards." It somewhat survives as {{Card|Storyteller}}. I tried a {{Card|Throne Room}} that replays a card in play. It's dead unless there's a card giving +1 Action or better. That seemed insurmountable. Then I tried it again briefly in the {{Card|Disciple}} slot. I had a draw-up-to-7 card that let you discard cards first. It was totally fine but we rarely bought it and other stuff seemed more worth doing. Near the beginning there was a super-{{Card|Lookout}} - +3 Cards +1 Action, trash a card, discard a card, put a card from your hand on your deck. It was beloved and also cwazy. I watered it down some and then got rid of it.
 
I tried some old ideas that it seemed time to try. For a while there was a card that trashed another card for a mix of +1's equal to its cost. Then it didn't include +Card. Then I tried a mix of +Cards and +Actions, and then a straight, trash for +Buys card. Maybe there is something there, but not in this expansion. There was "Discard X {{Card|Silver}}s, +2X Cards." It somewhat survives as {{Card|Storyteller}}. I tried a {{Card|Throne Room}} that replays a card in play. It's dead unless there's a card giving +1 Action or better. That seemed insurmountable. Then I tried it again briefly in the {{Card|Disciple}} slot. I had a draw-up-to-7 card that let you discard cards first. It was totally fine but we rarely bought it and other stuff seemed more worth doing. Near the beginning there was a super-{{Card|Lookout}} - +3 Cards +1 Action, trash a card, discard a card, put a card from your hand on your deck. It was beloved and also cwazy. I watered it down some and then got rid of it.
  
I tried a few old cards that seemed like they should get another chance, but which then failed again. One was an {{Card|Expand}} that hit the top of your deck, and could put the gained card back there. It always seemed reasonable to me, but no-one liked it. Intrigue had had gain a {{Card|Silver}} to hand, reveal the top card of your deck, if it's {{Card|Silver}} trash this. I tried a new version here: +{{Cost|2}}, Gain 2 {{Card|Silver}}s, reveal top, if it's {{Card|Silver}} trash this and gain a {{Card|Duchy}}. It was the kind of thing that casual players might turn out to adore but which playtesters tend not to. In some sense it lives on as {{Card|Treasure Trove}}.
+
I tried a few old cards that seemed like they should get another chance, but which then failed again. One was an {{Card|Expand}} that hit the top of your deck, and could put the gained card back there. It always seemed reasonable to me, but no-one liked it. Intrigue had had gain a {{Card|Silver}} to hand, reveal the top card of your deck, if it's {{Card|Silver}} trash this. I tried a new version here: +$2, Gain 2 {{Card|Silver}}s, reveal top, if it's {{Card|Silver}} trash this and gain a {{Card|Duchy}}. It was the kind of thing that casual players might turn out to adore but which playtesters tend not to. In some sense it lives on as {{Card|Treasure Trove}}.
  
I tried an Action-Victory card that was cost {{Cost|5}}, trash a card from your hand, worth 13 {{VP}} minus 1 {{VP}} per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 {{VP}} per {{Card|Estate}} or {{Card|Gold}} you had, whichever was less. This was an old idea that I planned to try if I ever needed another {{VP}} card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth {{VP}} based on the number of cards there. It just didn't give a new-enough experience; there's {{Card|Island}}. It sounded like it would be a strategy but it usually wasn't, it was usually {{Card|Island}} but maybe not worth the 2 {{VP}}. I tried a {{VP}} card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a {{VP}} card that wanted you to have 3+ of as many cards as possible; it wasn't the same as {{Card|Fairgrounds}} but didn't have a good new feeling. I tried 1 {{VP}} per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just {{Card|Distant Lands}}, which I had for most of the time, but I like it so hooray.
+
I tried an Action-Victory card that was cost $5, trash a card from your hand, worth 13 VP minus 1 VP per 2 cards in your deck. "What huh," I hear you say. We had some fun playing around with it but it was too hard making it be fair but not awful both in 2-player games and 4-player games. Some versions could trash cards from supply piles, an old concept that has never worked out. When I was giving up on this, I tried a Victory card that was worth 1 VP per {{Card|Estate}} or {{Card|Gold}} you had, whichever was less. This was an old idea that I planned to try if I ever needed another VP card. It's uh not awful. It had no special joy though. Briefly I tried an Action-Victory card that put a card on your mat, and was worth VP based on the number of cards there. It just didn't give a new-enough experience; there's {{Card|Island}}. It sounded like it would be a strategy but it usually wasn't, it was usually {{Card|Island}} but maybe not worth the 2 VP. I tried a VP card that rewarded you for having the most of something, and stopped the game from ending until its pile was empty; man, who has the time to empty an extra pile these days. I tried a VP card that wanted you to have 3+ of as many cards as possible; it wasn't the same as {{Card|Fairgrounds}} but didn't have a good new feeling. I tried 1 VP per copy you have of the Action card you have the 2nd most copies of - you want a lot of two things. Man there isn't much to say about any of these. I tried a bunch of Victory cards, and in the end there's just {{Card|Distant Lands}}, which I had for most of the time, but I like it so hooray.
  
A {{Card|Moat}} that worked from the Tavern mat did not work out; I did do {{Card|Champion}} though. There was a Reserve card that let you put cards on the Tavern mat when you gained them; just putting all of your {{VP}} on the Tavern mat was not really good times. I had a Reserve card that gave +1 Buy; it sounds totally worth having but it didn't work out. If it's just +1 Buy it's not enough; if it's more, you call it when you don't even care about the +1 Buy. I had the Reserve {{Card|Remodel}}-on-gain that turned into {{Card|Transmogrify}}.
+
A {{Card|Moat}} that worked from the Tavern mat did not work out; I did do {{Card|Champion}} though. There was a Reserve card that let you put cards on the Tavern mat when you gained them; just putting all of your VP on the Tavern mat was not really good times. I had a Reserve card that gave +1 Buy; it sounds totally worth having but it didn't work out. If it's just +1 Buy it's not enough; if it's more, you call it when you don't even care about the +1 Buy. I had the Reserve {{Card|Remodel}}-on-gain that turned into {{Card|Transmogrify}}.
  
 
I tried a few versions of a {{Card|Thief}} variant as a Duration card. They trash a Treasure other than {{Card|Copper}} from play when they buy a card. It didn't work out. Then I tried a discard Attack that hit them at the start of their Buy phase. It's kind of interesting; it punishes you for not playing Actions, and also hurts a draw-your-whole-deck thing that ends up with its 7 {{Card|Copper}}s. But uh in practice it was a dud.
 
I tried a few versions of a {{Card|Thief}} variant as a Duration card. They trash a Treasure other than {{Card|Copper}} from play when they buy a card. It didn't work out. Then I tried a discard Attack that hit them at the start of their Buy phase. It's kind of interesting; it punishes you for not playing Actions, and also hurts a draw-your-whole-deck thing that ends up with its 7 {{Card|Copper}}s. But uh in practice it was a dud.
  
In the {{Card|Amulet}} slot, I tried a Duration card that gave the other players a bonus of your choice at the start of their intervening turns - +1 Action or +{{Cost|1}}. I liked it in theory.
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In the {{Card|Amulet}} slot, I tried a Duration card that gave the other players a bonus of your choice at the start of their intervening turns - +1 Action or +$1. I liked it in theory.
  
I tried a Treasure - Duration. To not be wonky with cards like {{Card|Counterfeit}}, it had to have an "if this is in play" clause on the next turn's +{{Cost|2}}. That looks weird though. So then it had the penalty of leaving play if someone bought a {{Card|Province}}, which gave the "if this is in play" part meaning. Then it got a bonus instead, you could discard it from play to {{Card|Moat}} one Attack. And well. It was a dud, it showed up at the bottom of people's lists of cards sorted by how much they liked them. I did better Treasures.
+
I tried a Treasure - Duration. To not be wonky with cards like {{Card|Counterfeit}}, it had to have an "if this is in play" clause on the next turn's +$2. That looks weird though. So then it had the penalty of leaving play if someone bought a {{Card|Province}}, which gave the "if this is in play" part meaning. Then it got a bonus instead, you could discard it from play to {{Card|Moat}} one Attack. And well. It was a dud, it showed up at the bottom of people's lists of cards sorted by how much they liked them. I did better Treasures.
  
 
Another Duration card that was around for a while gave out {{Card|Gold}}s to people who bought the right type of card. You named a type, you know, and it worked for you on two turns but only on one turn for them. It's fun naming the type, trying to make it hard on the other players. I liked the friendly interaction. But in multiples it just scripted games; you did what the card told you to.
 
Another Duration card that was around for a while gave out {{Card|Gold}}s to people who bought the right type of card. You named a type, you know, and it worked for you on two turns but only on one turn for them. It's fun naming the type, trying to make it hard on the other players. I liked the friendly interaction. But in multiples it just scripted games; you did what the card told you to.
  
I tried a drastically simpler variation on the {{Card|Peasant}} concept, where playing a card got you a token, or you traded in the card and 3 tokens for a particular card costing {{Cost|5}}, different each game. It was fine but didn't seem worth the tokens.
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I tried a drastically simpler variation on the {{Card|Peasant}} concept, where playing a card got you a token, or you traded in the card and 3 tokens for a particular card costing $5, different each game. It was fine but didn't seem worth the tokens.
  
When I introduced the -1 Card token, it was on a card that just gave +{{Cost|2}} and gave out the token and cost {{Cost|3}}. It was somewhat like {{Card|Fortune Teller}}; only, as with {{Card|Bridge Troll}} being a {{Card|Cutpurse}} that never misses, it was a {{Card|Fortune Teller}} that never missed. It moved to {{Card|Soldier}} and then I did {{Card|Relic}} instead.
+
When I introduced the -1 Card token, it was on a card that just gave +$2 and gave out the token and cost $3. It was somewhat like {{Card|Fortune Teller}}; only, as with {{Card|Bridge Troll}} being a {{Card|Cutpurse}} that never misses, it was a {{Card|Fortune Teller}} that never missed. It moved to {{Card|Soldier}} and then I did {{Card|Relic}} instead.
  
I very briefly tried several other tokens that went on piles. There was adding "Gain a {{Card|Silver}}" to a card, adding conventional trashing (rather than {{Event|Plan}}'s when-buy approach), there was "comes with a cheaper card" and "trash it and get an action costing {{Cost|3}} more." I tried "worth 1 {{VP}};" it just didn't play well. You have to charge a lot for it and then it's just a {{Card|Province}} that doesn't go in your deck that you can only buy one of.
+
I very briefly tried several other tokens that went on piles. There was adding "Gain a {{Card|Silver}}" to a card, adding conventional trashing (rather than {{Event|Plan}}'s when-buy approach), there was "comes with a cheaper card" and "trash it and get an action costing $1 more." I tried "worth 1 VP;" it just didn't play well. You have to charge a lot for it and then it's just a {{Card|Province}} that doesn't go in your deck that you can only buy one of.
  
 
Turning a card into a {{Card|Witch}} has a certain charm but I never tried it, I wanted to go light on {{Card|Witch}}es. "Draw plus discard" makes you worry about timing more than an ideal amount. "Play it twice and trash it" sounded interesting but didn't play nice with too much of the set. Stuff like "+1 Card the first time you play one of these each turn" just doesn't translate well to a token; the tokens want to be small and clear. I considered shared tokens that modified piles, but people are stingy.
 
Turning a card into a {{Card|Witch}} has a certain charm but I never tried it, I wanted to go light on {{Card|Witch}}es. "Draw plus discard" makes you worry about timing more than an ideal amount. "Play it twice and trash it" sounded interesting but didn't play nice with too much of the set. Stuff like "+1 Card the first time you play one of these each turn" just doesn't translate well to a token; the tokens want to be small and clear. I considered shared tokens that modified piles, but people are stingy.
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There was an Event that shuffled all but 5 cards from your discard pile into your deck. A version of a concept that never worked in Hinterlands, unless you count {{Card|inn}}. It was no good but I added {{Card|Chancellor}} to it, Matthew's suggestion; {{Card|Chancellor}} had been another dud Event that had died much earlier. So then that was in the set for a while, being an obvious dud, and then {{Card|Alms}} replaced it, hooray.
 
There was an Event that shuffled all but 5 cards from your discard pile into your deck. A version of a concept that never worked in Hinterlands, unless you count {{Card|inn}}. It was no good but I added {{Card|Chancellor}} to it, Matthew's suggestion; {{Card|Chancellor}} had been another dud Event that had died much earlier. So then that was in the set for a while, being an obvious dud, and then {{Card|Alms}} replaced it, hooray.
  
I tried an Event that attacked you if you didn't buy it. It just drained {{Cost|1}} each turn (it did give +1 Buy) or else trashed your top card, giving you a cheaper card of the same type or a {{Card|Curse}}. It seemed like a neat direction to go in but well. We have an established game here, established fans, and they are not so fond of attacks that they want the game hitting them every turn. It was pretty oppressive.
+
I tried an Event that attacked you if you didn't buy it. It just drained $1 each turn (it did give +1 Buy) or else trashed your top card, giving you a cheaper card of the same type or a {{Card|Curse}}. It seemed like a neat direction to go in but well. We have an established game here, established fans, and they are not so fond of attacks that they want the game hitting them every turn. It was pretty oppressive.
  
I had an Event that moved a +{{Cost|2}} cost token that affected everyone. Man I think we got in one game of that. And we tried an Event that moved everyone's -{{Cost|2}} cost token at once; it was okay, in a pinch I could have used it. I tried a {{Card|Salvager}} - +1 Buy, trash an Action for +{{Cost|1}} per {{Cost|1}} it cost (only, the Event itself cost {{Cost|1}}). You use that on the last turn of the game and that's it. I tried a variant of {{Card|Quest}} that required trashing but gained {{Card|Duchy|Duchies}}, that was also just used on your last turn.
+
I had an Event that moved a +$2 cost token that affected everyone. Man I think we got in one game of that. And we tried an Event that moved everyone's -$2 cost token at once; it was okay, in a pinch I could have used it. I tried a {{Card|Salvager}} - +1 Buy, trash an Action for +$1 per $1 it cost (only, the Event itself cost $2). You use that on the last turn of the game and that's it. I tried a variant of {{Card|Quest}} that required trashing but gained {{Card|Duchy|Duchies}}, that was also just used on your last turn.
  
 
Phew. Well there were an endless number of cards and also an endless number of outtakes, and now you know about them.
 
Phew. Well there were an endless number of cards and also an endless number of outtakes, and now you know about them.

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