Tuesday, August 20, 2013

Dominion: After Dark Part 3


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.

4 cards that use Charms in odd ways
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.

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