Getting a Steampunk vibe now. Click to expand. |
Automaton is similar in nature to Hunchback from my
expansion Dominion: After Dark, which was very useful and fun, combined with
Navigator and Lookout from Dominion: Seaside. This might be a particularly powerful card
after testing, so I'll see if it needs to cost 6 instead of 5.
Clockwork is a bit like Pirate Ship from Dominion: Seaside, with a mat and
accumulating tokens, but ultimately I got the idea more directly from the
Tick-Tock race in Cosmic Encounter.
Basically Clockwork allows you to slowly gain money tokens, which you
can then trade in when you feel like it.
So it deviates from Pirate Ship in that the money goes away after one
use, but it's also guaranteed, rather than being an attack and having a chance
of failing. But also, to combat spamming
of it, you can only play it once per turn.
Hopefully that makes it worth getting, but not overpowered. Also, it's not +$ in addition to your normal
money, but instead is a separate card to gain.
So if you wanted a Province, you'd have to save up eight Clockwork
Tokens, and you couldn't just save up five and use $3 from your hand to buy
with. That's one of the reasons I called
them "Clockwork Tokens" rather than just standard treasure tokens:
the player knows they're unique and won't confuse them for additional money
during the buy phase. That, and I
imagine cool little gears as tokens. Of course, if you play with this, use anything for tokens and mats that aren't confusing, like pennies or something.
Oil Field and Steel
Town are pretty simple,
and not worth getting into too much detail over. Oil Field builds on the Oil card theme that I
showed in the last post. Steel Town
is a Village-type card that may be trashed, similar to Mining Village
from Dominion: Intrigue.
No comments:
Post a Comment