Tuesday, January 28, 2014

Dominion: Industry #4

Now we finally get to the new mechanic that makes a good chunk of the cards in this new set.  Basically, in this set, you get to do stuff during your Cleanup phase.  There is the occasional card in various Dominion expansions that mention the Cleanup phase or have you do something during it, like Scheme from Dominion: Hinterlands, or Alchemist from Dominion: Alchemy.  But I felt that the mechanic never reached its full potential.  So I added a variety of cards that more or less help you set up your next hand during Cleanup.

New mechanic!  Click to enlarge.
These are all pretty simple variations, but the way they work can really swing their cost.  Each of them has your basic bonuses for the main turn, but during cleanup, they all do something slightly different.  I had to carefully decide what bonuses went with which effects so the player feels like both parts are equally useful and worth the cost of the card.

You do need to pay attention to the order you played them in during your Action Phase, because that's the order they will take effect during your Cleanup Phase, which can have consequences.

Machine Tools has you draw five cards, discard one of them, and draw one more.  It basically lets you discard a junk and see if you can get something better.  Way too often, I find I have too many actions in my hand that I can't use, or a Victory card that clogs my hand, or whatever, so this will come in pretty useful.  Other than the cleanup bonus, it's a Smithy from vanilla Dominion.

Printing Press allows you to decide to discard and redraw your entire next hand if the whole thing is junk.  This occasionally happens, especially late game when you're buying Victory cards like mad.  It's also useful early game, when you're at the end of your draw pile, so you want to shuffle and see if you can draw some of the new cards you just gained.

Steam Engine lets you draw two extra cards (so you have seven in your hand), and then put two back on top.  Since you're not discarding them, you have to think about how you're setting up the top of your pile, which could effect the hand you're going to play next, or even the hand after that.  It lets you dig pretty far to get yourself prepared.

Water Wheel basically lets you draw six cards instead of your normal five.  I worded it in a particular way just in case you Throne Room it or something (which would let you draw seven cards, etc.).  Of course, since Water Wheel lets you play additional Actions, you could potentially buy five Water Wheels and just devastate everyone, so I made it cost six and capped the number of times you can use this effect (so you max out the number of cards in your hand at seven).  You wouldn't want the player to have ten cards in their hand and just buy a Province (or even a Colony) every time.  I'm sure there's a better way to word it, but it works for now.

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