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Dominion Prosperity

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At the start of a game with a Trait, choose a random Action or Treasure Kingdom card pile to put the Trait on; then during that game, cards from that pile are affected as indicated on the Trait.

This time around I'm putting the outtakes in list form instead of paragraph form. I'm skipping some stuff mentioned above, and a few things that seem like I could maybe fix them up if I have to make more cards someday. With a nearly endless set of card combinations, these games have a staggeringly high number of options. Get out there and seize your Dominion! Renaissance introduced Projects, Artifacts, and villager tokens, and has a strong trashing theme. Projects are landscapes which provide a permanent bonus if bought. Artifacts, like States, are persistent effects which are placed in front of a player and affect them while they are there; each artifact is associated with a particular kingdom card which causes it to change hands. Villagers are tokens players gain and act as saved actions, spent on any later turn to allow them to play an additional action; they are similar to coffers, which also appear in this set, returning from Guilds. [24] Dominion Intrigue feels very much like the core game of Dominion with thematic leanings towards royal court plots and conspiracies, and there’s a reason for that. Dominion Intrigue isn’t really an expansion in the traditional sense. It’s a standalone game in that it comes with all of the base cards, but it feels like an expansion. (Note: The Second Edition of the game is an expansion.) Major Rule Changes

Alternate VP - Alt-VP are typically less viable in Colony games, as the 10 of a Colony is often large enough to offset the massed you will see from cards such as Duke , Gardens , or Silk Road . Engine Viability - Because games are typically longer, engines tend to be more viable than BM strategies in Colony games. When you start to add expansions, you might find it’s hard to stop. Not only do you get an entirely new set of cards, but they all can be combined to play off the strengths of several expansions. My favorite combo is Prosperity and Dark Ages. When Dominion was released at the Spiel game fair in 2008, it was voted "best game of the fair" by the Fairplay polls. [4] The next year it won the Spiel des Jahres [5] and Deutscher Spiele Preis awards. It was one of five winning games in American Mensa's 2009 MindGame competition. By 2017, more than 2.5 million copies of Dominion and its expansions had been sold worldwide. [6] Gameplay [ edit ] Cards and setup [ edit ]

I didn't try the "bonus" cards for a while. When I finally got to them, they initially didn't matter enough, but it was easy to make them matter more and that all worked out. I made more and more of them and in the end there are 21. It could have been 20 Landmarks, 12 Events, 2 blanks, but I had the extra cards so in they went. Please note that all the named cards have additional abilities besides generating or converting Coin tokens, but as the question is about Coin tokens this answer also focuses on them. This is a player’s first introduction to duration cards, and introduces noncard elements like coins and playing mats. Overall it’s a lot of new changes, but nothing ever truly feels out of place in this expansion. All of the cards seem to work together and it’s fairly easy to see from the preset card layout how everything is supposed to interact. I had Debt from the start (and it had been in the ideas file for years). The first version though was a word on cards, "Debt," that meant you didn't need the to buy the card, but went into Debt. The Debt tokens worked the same way as they do now. One day I thought of using a symbol, and the cards changed to things like "When you gain this during your turn, take [red coin with a 10 on it]." They were like that for a while, before finally I put the symbol into the cost. With Debt a significant concern was that you could just buy the card turn one, and if that was good it seemed like the game could be too scripted. So the big Debt cards always tried to not be good turn one, although it took a while to really get there. Originally the cards could all be bought with , and in the end some have costs too. Our upgradeable peasant is drafted into the military, deserts, finds solace at a monastery, and eventually obtains wisdom and becomes a teacher.The Great Hall card gives +1 action and +1 card while also being worth 1 victory point at the end of the game. The first card in the file is a Witch variant that gives you +1 VP if the Curse s have run out. That sounded nifty enough that it hung around for most of testing, though later versions triggered on buying a card. If you somehow got +1 Buy and then played it and bought two things, yeeha. Eventually the trigger started to seem bad, and then the whole card fell apart. And I replaced it with Enchantress , hooray, a happy ending. Forbidden Arts:Apprentice, Familiar, Possession, University, Bandit, Cellar, Council Room, Gardens, Laboratory, Throne Room Big Actions:City, Expand, Grand Market, King’s Court, Loan, Mint, Quarry, Rabble, Talisman, Vault Final Thoughts on Prosperity Cards, until your next turn Moat. Can be rough when one player gets it going. Another version was +1 Buy +2 Cards.

You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes… dreams! You want a bigger kingdom, more pleasant, with more rivers, and a wider variety of trees. You want a Dominion! Of the stuff I came up with, a few things went together, to make a kind of Prosperity sequel. It would have more tokens, those seemed like they had a lot more life in them than just those 3 Prosperity cards. Some "bonus" cards of some sort would award at the end of the game, like Kingdom Builder scoring methods. There would be giant expensive cards that you could pay for later. There would be cards that effectively didn't cost a Buy to buy. Special treasures could be a focus again. And there were three or so other ideas that did not actually make it. I like to tell the whole story, but who knows, I might need that stuff someday. Anyway you can only fit so much stuff in an expansion. Action phase: The player can play one Action card from their hand, following the card's printed instructions. By default only one Action card may be played, but some cards have instructions that give the player permission to play additional Action cards that same turn.I tried giving Duchy an ability. It had to be a buy phase ability but that was fine; I tried +1 Buy + (but +2 Buys because you bought the Event). Discard a Duchy , get that stuff, cost

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