Now comes some other interesting cards that interact with Charms in different ways. Some of these cards also expand the use of Charms, so they're not purely limited to blocking Curses.
Charms behaving oddly, and more Reactions. Click to enlarge. |
Con Man is similar to Midwife in its basic bonuses: you get
some things standard, and then you get to pick another. The real fun of Con Man comes in on the
Reaction. You can end up with a chain of
players stealing Charms from each other that goes around and around until
players run out of Con Men! The minute
details and timing conflicts of this card are dealt with in the errata, which
I'll post at the end of this series, once I've shown all the cards.
Goblin is great because it works whether Charms are in the
game or not. It is also not an Attack,
so there is no blocking it. I kept it
out of being an Attack because players can simply choose not to do anything,
which gives the Goblin player more money, but it never directly hurts another
player without their consent. I like
Goblin because a player can choose to hurt themselves to block the Goblin
player's bonus. And it doesn't hurt very
often, especially if this is the only use of Charms in that game, or if you
have a card you don't need in your hand anyway.
Hideaway is kind of like a Charm-variant of Moat (from
vanilla Dominion). It helps generalize
the affect of Charms, as well, blocking all attacks instead of simply blocking
Curses.
Physician is a decently simple card with a fairly simple
Reaction to boot, but it can add up quickly if there's a Curse-giving attack
going around. The only trouble with this
card is that, unlike other Charm-specific cards, this one doesn't give Charms,
so you must use another Charm-giving card in your set.
The problem arises that you might pick a card that gives Charms, but not one that makes use of them, or vice versa. Sure, there's always that Dominion: Alchemy
stipulation, "Don't do that," but I know that's not very satisfying. I wish I had a more elegant solution, but for
now I've tried giving enough possibilities that the need for that will be rare. Since most Token-based cards, like Pirate
Ship (from Dominion: Seaside)
and Trade Route (from Dominion: Prosperity) keep to themselves, coming up with
a multi-use token that can interact with normal Dominion cards was quite a
challenge. Hopefully I made Charms fun
without too much trouble. Some cards may
end up with a little tweaking, but I think it's a decent start.
No comments:
Post a Comment