Outtakes

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After the release of Guilds, Donald X. Vaccarino published a lengthy list of Dominion outtakes—cards that he playtested and decided not to publish for one reason or another. The full list can be found here, and includes many early versions of cards that were eventually revised and released; what follows is a list of some of the most distinctive and interesting outtakes that are not simply early versions of eventually-published cards, but have been discussed elsewhere or been influential on game rules or future card design. Some have the same names as cards that ended up getting published.

  • Dungeon: Trash a card from your hand; discard a card; +3 cards
  • Tower: a Reaction that allowed you to gain a card costing up to $5 when another player bought a card costing $6 or more
  • Campaign: a one-shot that played all Attack cards in your deck
  • Bandit: a Thief-like card that could steal any type of cards
  • Keep: a cantrip that could discard for +$ like Vault or Secret Chamber
  • Inn: +2 cards, +1 action, discard a card
  • Procession: a Duration variant of Throne Room: play an Action now, and again on your next turn
    • This card was too weak, and it was difficult to make it interact with other Duration cards.
  • Landfill: a scaling alt-VP card that depended on the number of cards in the Trash
    • "It played poorly and no one liked it." —DXV
  • Transmute: a remodeler that Expanded the top card of your deck
  • Kitchen: Play an Action card. Trash it. Gain an Action card costing up to $2 or P more. Play it.
  • Enchant: a card that increased numerical values on other cards by 2
  • Silver Mine: Gain a Silver.
  • Market Square: a cantrip that allowed you to buy a card immediately and put it in your hand
    • This card was cut because of the confusing ramifications of allowing buying during the Action phase.
  • Manor: a half-Harem with +Buy
    • This is too weak to cost $3 but is strictly better than Estate.
  • Flea Market: a card that reduced the cost of cards that nobody had yet gained a copy of
  • Mob: a trashing attack that digs for a opponents' Victory card and replaces it with a cheaper Victory card plus an Estate
  • Jester: a card that let you play another card, swapping its various vanilla bonuses for other vanilla bonuses
  • Craftsman: +1 card, +1 action, discard any number of cards, gain a card costing up to $1 per card discarded, putting it into your hand
  • Tithe Collector: a handsize attack that only affected opponents with duplicate cards in hand
  • Barn: +2 actions; +1 card per differently named card in play; then discard that many cards
  • War Axe: an on-gain trashing attack
  • Raider: a handsize attack that, like Noble Brigand, attacks on gain as well as on play
  • Hatter: +1 card, +1 action, play the top card of the Ruins pile
  • Barbarian: a trashing attack that replaces an opponent's card with a cheaper card of the same type
  • Mercenary: a handsize attack that makes other players discard down to 2 cards and then draw one
  • Cemetery: a card that trashes other players' Victory cards at the end of the game
  • Confusion: a dead card with no other effect
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