ADMINION - Dominion Spin-Off
Feb. 19th, 2011 06:17 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Halloo, I've been working on a Dominon set for ESP (MIT student group that runs programs where college-students+ teach classes for 7th-12th graders.) I want the set to be at basically the same power level as normal dominion (aka, if I introduced a card from this into normal dominion, it wouldn't be very over or under powered.) And I think I want this following list of cards to be the base set. So, it should have a good balance of costs, card draw, buys, money, actions. Before I spend a bunch of time printing and cutting, etc. I'd love to get feedback - anything from typos to massive play glitches in the new cards would be very good to know! Suggestions for other cards, also cool. :)
Flavor: "You are the chair of ESP. In an 'almost' ideal world. Thus, you do nothing yourself but recruit admin, order resources, and Delegate to the admin you have recruited. Resource cards (treasure) can be used to attain other resources or recruit admin (action-cards) or get students, teachers, and programs (victory-cards). By default, your hand size is 5 cards and you can delegate (play an admin) once per turn and buy one card per turn given the resources you have accumulated."
Aka: Actions are Admins, and +1 action (the ability to play an extra admin) is instead +1 Delegate
Attack Actions are Admin-CRISIS
Renamed Base Cards:
Copper -> Candy, Silver -> Juice, Gold -> Food Delivery
Curse -> Parent, Estate -> Student, Duchy -> Teacher, Province -> Program
Ordered by Cost, These are the cards I plan to include in the first set:
2-costs
Chapel
Pawn
Fire Extinguisher (Admin-Response) - +2Delegate & Moat-response
3-costs
Fishing Village
Watchtower
Chair (Resource) - worth 1$, While this card is in play, all chairs (about half of the action cards) cost 2 less but not less than 0
The Whale Is Mshaw (Admin) - +3Delegate, +2Buy
Sketchy Websites (Admin-Crisis) - +2$, Each plater either discards down to three cards in hand or gains a parent card.
4-costs
Remodel
Thrown Room
Smithy
Coppersmith
Caravan
Stanchions (Resource-Response) - Worth 2, When another player plays a Crisis, you may reveal this card from your hand. If you do, you may choose to redirect any cards you would gain to that player's discard pile.
5-costs
Tactician
Lab
Council Room
All-Nighter (Admin-Duration) - +5 Cards, +1 Delegate, at the start of your next turn, discard 5 cards. If you play an all-nighter while you have an all-nighter in play, discard 5 cards at the start of all subsequent turns
Big Mess (Admin-Crisis) - +2 cards, each other player discards down to three cards in hand
Fire Hazard (Admin-Crisis) - +2$, Other players each discard an admin or gain a parent and a student into their hand.
6-costs
Punt/Tool (Admin) - Choose one of Punt:+3$, or Tool:+2cards,+1Delegate,+1Buy
Teach! (Admin-Victory) - You may trash an Admin from your hand. If you do so, gain a Teacher. Worth 1 for every teacher in your deck.
Morph Attack (Admin-Crisis) - Each player (including you) reveals the top card of his deck and either discards it or, if it is an admin, returns it to the supply and gains an admin of your choice within $1 of its cost.
Classroom (Resource-Victory) - worth $2 and 1vp - when this card comes into play you may set it aside with any other victory cards from your hand. Return them to your deck at the end of the game.
For fun, here are a few of the prettier cards:






THANKS!
Flavor: "You are the chair of ESP. In an 'almost' ideal world. Thus, you do nothing yourself but recruit admin, order resources, and Delegate to the admin you have recruited. Resource cards (treasure) can be used to attain other resources or recruit admin (action-cards) or get students, teachers, and programs (victory-cards). By default, your hand size is 5 cards and you can delegate (play an admin) once per turn and buy one card per turn given the resources you have accumulated."
Aka: Actions are Admins, and +1 action (the ability to play an extra admin) is instead +1 Delegate
Attack Actions are Admin-CRISIS
Renamed Base Cards:
Copper -> Candy, Silver -> Juice, Gold -> Food Delivery
Curse -> Parent, Estate -> Student, Duchy -> Teacher, Province -> Program
Ordered by Cost, These are the cards I plan to include in the first set:
2-costs
Chapel
Pawn
Fire Extinguisher (Admin-Response) - +2Delegate & Moat-response
3-costs
Fishing Village
Watchtower
Chair (Resource) - worth 1$, While this card is in play, all chairs (about half of the action cards) cost 2 less but not less than 0
The Whale Is Mshaw (Admin) - +3Delegate, +2Buy
Sketchy Websites (Admin-Crisis) - +2$, Each plater either discards down to three cards in hand or gains a parent card.
4-costs
Remodel
Thrown Room
Smithy
Coppersmith
Caravan
Stanchions (Resource-Response) - Worth 2, When another player plays a Crisis, you may reveal this card from your hand. If you do, you may choose to redirect any cards you would gain to that player's discard pile.
5-costs
Tactician
Lab
Council Room
All-Nighter (Admin-Duration) - +5 Cards, +1 Delegate, at the start of your next turn, discard 5 cards. If you play an all-nighter while you have an all-nighter in play, discard 5 cards at the start of all subsequent turns
Big Mess (Admin-Crisis) - +2 cards, each other player discards down to three cards in hand
Fire Hazard (Admin-Crisis) - +2$, Other players each discard an admin or gain a parent and a student into their hand.
6-costs
Punt/Tool (Admin) - Choose one of Punt:+3$, or Tool:+2cards,+1Delegate,+1Buy
Teach! (Admin-Victory) - You may trash an Admin from your hand. If you do so, gain a Teacher. Worth 1 for every teacher in your deck.
Morph Attack (Admin-Crisis) - Each player (including you) reveals the top card of his deck and either discards it or, if it is an admin, returns it to the supply and gains an admin of your choice within $1 of its cost.
Classroom (Resource-Victory) - worth $2 and 1vp - when this card comes into play you may set it aside with any other victory cards from your hand. Return them to your deck at the end of the game.
For fun, here are a few of the prettier cards:
THANKS!
no subject
Date: 2011-02-20 02:13 am (UTC)Fire Extinguisher is definitely better than Moat, but I think that's fine, because Moat is pretty sucky anyways.
Chair needs to be very carefully balanced--it matters a lot which actions cards are chairs, because otherwise having a 3-cost Quarry could be way overpowered. It also would be unfortunate if it is reasonably common to not have any chairs in a game.
The Whale is Mshaw seems pretty lame--there's a reason no card in Dominion (yet) gives either +3 Actions or +2 Buys. It's just not very useful to have that much, and the actions that give you the most cards (eg Council Room) tend to bring buys with them anyways).
Stanchions seems really good for $4, but it can't cost $5 given how common attackless games are.
Big Mess should NOT cost 5. For a terminal action, +2 cards is much worse than +2$. You can compare to Torturer, which gives 3 cards and has an attack which is significantly more powerful than discarding down to 3 (because it stacks with itself). Big Mess would be either a poor 4-cost or a strong 3-cost.
Fire Hazard is an interesting variant on Mountebank. Discarding an action instead of a curse makes it easier (but more painful) to defend against, but there's a huge difference between a copper and an estate (copper is much much better, until the end of the game). My gut feeling is that it's overpowered, but I could believe that I'm wrong. Another thing to keep in mind is that Fire Hazards might make two piles run out quickly, which has a huge effect on the game (though it is easy enough to block that probably curses wouldn't run out).
Teach! seems really good, especially in a set without Embargoes.
Morph Attack is a powerful attack, but I feel like it's not worth it for $6 if it gives you nothing. I would make it cost $5 or add +2$ (for a 6-cost, a terminal action that gives +2$ isn't much--compare to how powerful Goons is).
Classroom: to clarify, the setting aside effect happens in the Cleanup phase when you play it as a treasure? It sounds reasonable, but I could totally believe that it's too weak for $6
no subject
Date: 2011-02-20 03:22 am (UTC)The Whale is Mshaw has +3 actions largely for flavor. I want it to be worth $3 though.... how about +3 actions +1$
I'm ok with Stanchions being really good. Stanchions are really good. :) Is there any situation where game play is annoyingly ambiguous.
Big Mess -> 4cost, it's not supposed to be a terribly impressive attack by itself.
I think most people will probably block Fire Hazard, at least until it's towards the end of the game anyway.
Should Teach! cost 7? I had it as 7 for a while, but I felt like, regardless of the cost, a game with teach would have a teach! duchy scramble no matter what, which is kind of the desired effect.
Morph Attack -> 5-cost
I was actually worried classroom was overpowered. yes, it happens during the cleanup phase, I'll change the text to make that clearer.
I'm worried about All-Nighter. Is it reasonably a 5 cost, is it too easy to abuse the 'last-turn-don't-care' quality - that property is intentional, but it shouldn't be so bad as to make games a toss-up.
no subject
Date: 2011-02-20 04:10 am (UTC)So, for Classroom, I would note that 1 VP is pretty trivial, and that if you use it to clean VPs from your deck, you no longer have that silver to spend. As a comparison, I think a 1 VP Island would be utter crap, and would rarely be worth buying for $3. The difference between 1 VP and 2 VP is huge, because having a lead in 2 VP cards (which are also beneficial in themselves) can add up to a Province (or even a Colony), whereas that's basically impossible with 1 VP cards. So, as an example, the action power of Nobles would probably make it one of the weaker 5-costs, but the 2 VPs make it able to compete with Gold at 6. On the other hand, Classroom without the 1 VP I would probably value at only 4. 1 VP is definitely not enough to raise a 4-cost to being with 6, though it could easily raise a strong 4-cost to 5. Then again, maybe I'm underestimating its power--unlike Island, it doesn't cost an action to use and it can set aside multiple cards at once.
On Fire Hazard, in the early game people don't have actions a lot of the time, and in any case in a game without any action forks, they will probably never have a lot of actions. If someone gets 5/2, it could be absolutely devastating if there are no reasonable 3-cost actions to buy.
no subject
Date: 2011-02-21 01:08 am (UTC)The 5/2 split is a really strong argument, but mountebank seems like it would have roughly the same randomly powerful advantage. I think I'm ok making that a concern of players in the first turn of a game with Fire Hazard - that they are more likely risking an early parent and student if they don't pick up two actions and if another player has a 5/2 split. (the dilemma also fits the flavor well, 'fire hazards' are definitely a reason to pick up even 'cheap' help early to avoid them on registration day) Between Fire Hazard and Mountebank, I feel like the easier to block but more annoying effect is a trade-off that is pretty closely balanced, possibly in the favor of Mountebank where you can't block Mountebank until you already are drawing a curse in hand :(.
no subject
Date: 2011-02-21 01:40 am (UTC)no subject
Date: 2011-02-21 02:23 am (UTC)no subject
Date: 2011-02-20 03:25 pm (UTC)no subject
Date: 2011-02-21 01:17 am (UTC)no subject
Date: 2011-02-21 02:18 am (UTC)no subject
Date: 2011-02-20 04:45 am (UTC)no subject
Date: 2011-02-21 01:19 am (UTC)no subject
Date: 2011-02-21 02:19 am (UTC)Wow
Date: 2011-02-20 04:48 am (UTC)Does mshaw know about this?
Also, you're going to have to update this if ESP gets new stuff! For example, (back in the old days when I was in ESP) we didn't have stanchions and we used masking tape for everything!! Ah, technology.. (kidding!)
Re: Wow
Date: 2011-02-21 12:34 am (UTC)For the record,
Mshaw's flavor refers to one of Vincent's infamous graphic design projects - a splash theme featuring a whale making a giant splash that had S-P-L-A-S-H spelled out in the water. Someone commented that this made it seem like Splash was made by a single giant whale, and we stared debating if one person could somehow pull off a splash alone. The consensus was basically, no, but if someone could, it would be Mshaw (at the time, in kind of seemed like he was doing that at Stanford) - and the graphic was posted on the office wall and tagged with "the whale is mshaw." Mshaw came to this splash, and this was his nametag quote, but I'm not sure anyone explained the story to him... hehe, ESP has a bit of a bad habit for inside jokes. :)
Re: Wow
Date: 2011-02-21 12:54 am (UTC)Re: Wow
Date: 2011-02-21 01:33 am (UTC)Dongles:
Resource, a 4-cost, When this comes into play, flip a coin. If heads, trash the card, if tails, this card is worth 3$ and return it to the supply pile in your cleanup phase.
We can never keep track of our mac-dongles!
:)
no subject
Date: 2011-02-20 06:03 am (UTC)There are a couple of random typos on the cards you might want to check before printing (I don't mind copyediting if you want to send them over when they're reasonably final); I don't have the Dominion experience to comment on the actual content. The cards look really pretty, though :-).
no subject
Date: 2011-02-21 12:40 am (UTC)no subject
Date: 2011-02-21 12:26 am (UTC)no subject
Date: 2011-02-21 12:50 am (UTC)Отличный блог!
Date: 2012-01-30 10:28 pm (UTC)Re:
Date: 2012-07-10 03:31 am (UTC)http://www.youtube.com/watch?v=c6M_6qOz-yw