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Seeing the recent posts about fixing first edition cards reminds me of my "fixes" from a few years ago (https://www.reddit.com/r/dominion/comments/soowit/1st_edition_card_fixes/). They also reminded me that I had yet to think about fixes for the sets that have received second editions since then, so here they are!
Donald Vaccarino has already provided his unofficial fixes for Hinterlands, and I don't see myself significantly adding to those, so I didn't bother with Hinterlands. I don't have a lot of experience with 1st edition Seaside cards, so I won't be offering fixes for them either.
As with the fixes I provided before, I've tried to rework the cards so they accomplish the intent of their original design (which in many cases isn't just throwing some buffs on them). I certainly put thought into the balance of the card, but none of these have been tested, so they should more be seen as viable directions for improvement than anything else.
Prosperity
Removed cards I'm not providing fixes for:
Loan: The main issue here was new players disliking it and it being a bit of a pain to resolve. I think Crystal Ball is very close to how I would "fix it".
Trade Route: Its weak, but it provides 2 things that sometimes you will go out of your way for anyways (Trashing and Buys). Maybe reduce its cost or slap a consistent $1 on it, but its design direction is fine.
Talisman: This card was removed due to reworking how card effects are written. It functionally has no apparent issues.
Contraband: I think Contraband, while very situational, is fine. War Chest addresses the situational aspect if you are wanting to do that.
Mountebank: I like Dominion for the variety it can provide each game. Mountebank certainly can change the feel of the game and I respect it as is for that.
Fixes:
The goal here was to make Counting House viable in more situations (other than just specific combos). While probably still weak on its own, this should allow for it more easily enable discard for benefit cards (which I have always felt was its most fun use case). With this change, to scope up a bunch of Coppers, discard them all for coin with Vault, then play another Counting House to scope them all up again you only need 1 Village rather than 2 (and you are left with an action at the end). You also have a little more leeway in drawing Counting House and your discard for benefit card, as Counting House replaces itself.
Another simple addition to a card. The buy provides an additional reason why you may pay extra for a Silver. More notably though, this opens up new lines of play with the top-deck effect, allowing you to set up 2 card combos into your next hand now that you have an additional buy.
Venture was a bit of a pain to resolve, especially considering its effect wasn't particularly exciting. This change speeds everything up, arguably makes it a bit more exciting and still encourages the same type of deck the original Venture did. Bonus points that Charlatan interacts with it in a unique way.
This is probably the card I am taking the most liberties with. Goons gave VP based on gaining cards (and since it didn't care about which cards, typically not very good cards). That's the part people like about Goons. The attack was there because Prosperity needed more player interaction; the attack was at odds with the neat thing the card was doing. I've shifted from an attack to "positive interaction". Points are no longer based on you gaining cards, except if you are gaining points, you are still gaining cards since Goons forces you to gain cheap cards. The card gain of course also guarantees that your opponent can gain multiple cards on their turn, so Goons can gain you multiple VP, unless you scare them into not gaining cards... The fear of the "positive" interaction may be enough of an attack itself.
I'm not a huge fan that this can could cause tracking issues, but Goatherd exists, so I think there is precedent for this type of effect.
Cornucopia and Guilds
Removed cards I'm not providing fixes for:
Fortune Teller: Its a bit weak. Its game play is fine though.
Doctor: Infirmary is the perfect fix for this card.
Farming Village: Nothing wrong with this card, its just not very interesting.
Taxman: Similar to Fortune Teller, its a bit weak, but the game play it provides is fine when you sometimes find a use for it.
Harvest: Its too weak, but I don't have any real suggestions other than to just straight buff the card. Reduce its cost? Have it reveal an extra card? Without testing these I don't feel these have much weight over another (unlike how adding a buy to Royal Seal enables new strategies). While deviating a bit from the original design, Carnival is a reasonable fix.
Tournament: I've included some fixes for some of the prizes, but Tournament itself is unchanged.
Fixes:
This change should remove some of the hesitancy around buying Masterpiece. One of the issues with previous Masterpiece is even if flooding yourself with 3 silvers in one turn was decent in the Kingdom, they came with a Copper. Now Masterpiece gives you only "Silvers". Have 6 and want Treasures? You can have a Gold or 3 Silvers. That sounds like an actual decision on some boards compared to a Gold or 3 Silvers 1 Copper.
Horse Traders gave you a cool effect if someone played an attack, but required way too much text. Its top half was less cool.
The most direct fix would have to make it a duration card similar to Caravan Guard (and arguably Caravan Guard is its fix), but Durations aren't a thing in this set. Instead I went the "Jack of all Trades route" where it counters attacks after the fact. Many attack will enable one of the conditions. Of course, you can enable the conditions yourself as well (especially the last one).
I've turned Bag of Gold into essentially Windfall. The Gold the old bag would give you usually wasn't worth it mucking up your hand for the rest of the game. This new bag gives you "all the Gold you could want", then leaves. Its just a bag, not an endless bag after all. Also notable that you can choose to gain less than 5, as sometimes having nothing but Gold on a turn actually slows you down more than helps.
Diadem offered an exotic effect that nearly no well put together Dominion deck wants. Maybe it was made a prize for that reason; even if people almost never want this effect, it doesn't kill a whole Kingdom pile if its just one of the prizes. This fix keeps the exotic effect, buts adds an alternative effect that many Dominion decks actually want. Of all the fixes, this is the one I am most concerned about being overpowered. On top of providing the alternative use of just providing actions, it provides 2 more money by default than the old one if played as a treasure. Possibly it should just be 3 Actions, but hard to say without testing.
I took advantage of the unique aspect of there only being one of them to include an effect that can't be included on other Dominion cards (and is in almost all cases a nerf compared to the old version); "Discard a card." On a typical card, this could easily pin people out of the game if 5 of them are played between their turns. Since there is only 1 Followers, its pretty uncommon that you will ever see this played more than once per round.
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