Hex

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
(Add quote from discord on hexes)
Line 4: Line 4:
 
'''Hexes''', introduced in [[Nocturne]], are harmful effects. They are dispensed by [[Doom]] cards.
 
'''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.
+
The pile of 12 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.
 
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.

Revision as of 06:35, 22 November 2021

Greed, a Hex.
The Hex card back.

Hexes, introduced in Nocturne, are harmful effects. They are dispensed by Doom cards.

The pile of 12 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

Bad Omens.jpgDelusion.jpgEnvy.jpgFamine.jpgFear.jpgGreed.jpgHaunting.jpgLocusts.jpgMisery.jpgPlague.jpgPoverty.jpgWar.jpg

Discussion

There are Hexes for each of the 6 kinds of Attacks in Dominion:

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

Your punishment today: a preview. See it's all about your own perspective on it.

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

I did not just leap to having a negative version of Boons. It was an obvious thing to try but in no way felt essential. I finally tried it many months into work on the set, after a particular card kind of wanted them. We enjoyed the craziness of them and there they are. They were tweaked a bunch but over a much shorter time span than the Boons. There is a lot of variance to a typical normal attack like MilitiaMilitia.jpg (maybe I have two EstatesEstate.jpg in hand while someone else goes from $8 to $6); there is more variance when the attack itself is random. They try to limit the amount of variance somewhat, but of course some hurt more than others. Speed was still an issue here, but also oppression, just how much the attacks could hurt you. So the cards use various tricks to try to limit the damage.

Outtakes

I was trying for a variety of effects, while keeping power level as close as I could given that. Which is not so close but you know. Sometimes a Hex missed a lot and I tried to fix those; sometimes a Hex was devastating and there's less of that. And some Hexes tried to be novel, by handing out cards that track effects, or tracking an effect via a revealed hand. One tried revealing your top card to track the effect, but various takes on that did not work out.

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 MinionMinion.jpg 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 CopperCopper.jpg and trashed it.

Donald X.'s second thoughts about complexity

I had the experience, I played the set with casual players. We turn over the first hex. The game stops. Reading the card once wasn't enough, they didn't grok it. They have to hear it again. They take the hex for themselves and read it. Okay. They know what to do now, but still have to deal with it, it may cause decisions or involve a procedure. Eventually the game is back in motion. Next turn: another hex.

There are 12 Boons to read too, but it's a world of difference. You turn over your Boon. Gain a SilverSilver.jpg. 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 GroveSacred Grove.jpg: 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.


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.


Cards $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons EarthThe Earth's Gift.jpgFieldThe Field's Gift.jpgFlameThe Flame's Gift.jpgForestThe Forest's Gift.jpgMoonThe Moon's Gift.jpgMountainThe Mountain's Gift.jpgRiverThe River's Gift.jpgSeaThe Sea's Gift.jpgSkyThe Sky's Gift.jpgSunThe Sun's Gift.jpgSwampThe Swamp's Gift.jpgWindThe Wind's Gift.jpg
Hexes Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Other concepts NightHeirloomFateDoomSpiritState
Dominion Card types
Basic types ActionTreasureVictoryCurseCurse.jpg
Multi-expansion special types AttackDurationReactionCommand
Single-expansion special types PrizeRewardShelterRuinsLooterKnightReserveTravellerGatheringCastleNightHeirloomFateDoomSpiritZombieAugurClashFortLiaisonOdysseyTownsfolkWizardLoot
Non-card types EventLandmarkBoonHexStateArtifactProjectWayAllyTrait
Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox