Friday, February 15, 2013

Dominion Expansion: Good Will Part 4

The mini-theme of today's cards is Attacks.  These are the last couple of Attacks and ways to recover or defend against Attacks.


Click to enlarge and read.
Cooperation is kind of like a mix between Laboratory (from vanilla Dominion) for you and Lighthouse (from Dominion: Seaside) for everyone.  This card adds to the major theme of Good Will, in that everyone is helped by the card.

Indulgence allows you to trash Curses, but at a price.  My first stab at this card only allowed you to trash Curses in hand, so in order to use Indulgence, you had to have at least one Curse in hand and at least one Treasure in hand.  That was a little too useless, so to compensate I allowed the player to look through their discard pile for Curses, as well.

Landlord is an interesting little attack, since it definitely hurts, but it also might help just a teeny bit.  Since Estates are Victory Points, but are small and clog up your hand, you usually don't want them, but towards the end of the game when you're struggling to get all you can, it might just be useful to the victim.

Misery can be quite a devastating attack if used right, or might be helpful for everyone.  You might decide to trash a Curse from your hand, and everyone else then might be able to trash a Curse or Copper; if you trash a Gold, everyone else might be forced to trash a Gold or even a Province.

The idea for Misery came from the phrase "Misery Loves Company", which is also the name of the suggested set with vanilla Dominion:

Dominion: Bureaucrat, Cellar, Chapel, Throne Room, Village, Witch
Good Will: Indulgence, Cooperation, Landlord, Misery

While I've been posting these, I've also been testing the sets I've designed, so I've got some fixes and errata to add:

Clarifications/errata to previous cards:

Borrow:  When you give the card back to the other player at the end of your turn, it goes back into the player's hand.  If you give it to the player to your left with Masquerade (from Dominion: Intrigue), they now have it in their hand, and you don't, so you can't "give it back" since you already gave it back.

Fixes to previous cards:


Philanthropist:

I decided that Philanthropist, as it was before, wasn't worth the price.  I always was a little iffy on the standard "plus" bonuses with this card (it was a unique combination, but not an entirely useful combination), so this way, with an extra +1 Card, I think it's worth the cost (plus the potential bonus card from the special rules text).

(At the end of this Monthathon, I'll post a PDF of all the cards so you can easily print them out.)

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