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Tuesday, June 24, 2014

DimOnion - Flying Circus preview

Monty Python, ho!

Not a complete expansion-sized set yet, but they blend effortlessly with Dark Ages, so we're good.


 

Watery Tart is an Explorer variant, but has amazing use cases Explorer probably could only dream of.  If you manage to play this twice with one extra buy and a lot coin, crazy things can happen.  $18 and two buys is a four-Province turn, or with $19 and two buys, you could have a Colony and three Provinces (if eligible).  $22 and two buys gets you three Colonies and a Province, and $24 and two buys is the mark to hit to gain four Colonies.  (You need to actually have twice the needed cash when you play Sword each time, so these computations sometimes assume you had $X after playing just one Sword, and other times assume you'll accept a lesser Victory card.  The "four Colony" scenario could easily include a province or two if you used more than two Swords to get to the $24 mark.)

Aside from megaturns, $10 and one buy can get you a Province and a Duchy.  $4 for a Silk Road and an Estate isn't too bad, either, nor is $8 for Province + Island or Province + Silk Road.  If further testing reveals that this card is stronger than I thought, then I could see it being a $6 card.  In fact, having it only cost $5 could simply cause it to be bought earlier than when it's the most useful, anyway, not counting Garden or Silk Road games - but if you're drawing $18-$19 in a turn, having it cost an extra $1 might not even matter, so it's probably fine... I mean, if King's Court is allowed to exist, then Watery Tart should be ok too.  This card is probably obscene with Highway/Bridge, though.  On the one hand, I blame Bridge for being the most obscene King's Court target in the world.  And on the other hand, Watery Tarts are supposed to be a little obscene anyway.




Needs testing.  This card is not an Attack...  In the end, it's just semantics and axioms, and a card is only an Attack card if it says it is, and I felt it was better for game balance if it's just, um, "the bright side of life" and not an actual attack on anyone.



Something for you Cornucopia fans.  The discard "penalty" probably means I could add +1 action to this card without worrying, but it is also likely to be a strong Menagerie enabler as it stands now.  Still, this is likely to be a disappointing terminal in most games without the +1 action.  Maybe the +1 card should be +1 action instead... maybe it's just a typo?  I don't remember what I was thinking, honestly...



Possibly the only "-1 action" card in the entire Dominion universe including fan cards, the absurdity of Monty Python meets the absurdity of the Committee in this super-derpy card.  This weird Courtyard variant might turn your Actions into Treasures instead of saving them for next turn; or you can just think of this card as a Library variant.  If you need to be saved from a hand full of terminal collisions, then this can save you, though.  (The rules I'm using for this card is that your Actions count *can* go into the negatives.  For example, King's Court --> King's Court --> Committee --> Village would bring you down to 0 actions, then to -3 actions, and then up to +3 actions after the Village.  On another note, if the "You may do the following as many times as you like" might need to be watered down to be something you can only do once, if it turns out to be too strong, somehow.)



Just like the Camelot of The Holy Grail, this card is better the more remote it is in the far-away trash pile of memory.  My sincere hope is that this card Calvinballs the game to the point where it's difficult to form a comprehensible strategy of any sort whatsoever, but that's probably difficult to achieve, ultimately.  On second thought, let us not include this in the Kingdom.  'Tis a silly card.  (Wording was tricky here, and I may have botched it.  Three choices are made, but the player who played the card performs the three actions that were chosen.)



Band of Misfits, now seen through the magical third person perspective through the magic of Throne Room mechanics.  (The Curse gain/loss more or less follows the plot arc of the comedy sketch.  The misunderstanding brings turmoil that is eventually resolved.  This card would function pretty well without its last two sentences, though, and house rules could reasonably omit them up front.)


Cards also not forgotten:  The World's Funniest Joke, the Spanish Inquisition, and Bring Out Your Dead/He's Not Dead Yet/He's Getting Better.

Graphics for those cards soon, maybe.

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