Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Elysium
Aug 21, 2003
It is by will alone I set my mind in motion.


This is the way.

Adbot
ADBOT LOVES YOU

Mega64
May 23, 2008

I took the octopath less travelered,

And it made one-eighth the difference.
I love overpowered expansions.

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
Currently there's a previews modifier that lets you play with the new cards.

Guy A. Person
May 23, 2003

Mr. Squishy posted:

Currently there's a previews modifier that lets you play with the new cards.

OH! I think I was looking specifically for something calling out Plunder by name, but I think I remember they did it this way when they were previewing the other updated cards back to back. Thanks!

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
Plunder has a sub-theme for its Duration cards: next time. Cards that do something the next time a certain thing happens. They just sit around in play turn after turn, waiting for that thing. The thing may immediately happen of course, so that they're discarded that turn. Or it may never happen, and all they do is help out your Swamp Shacks and Tools. Let's see some.



Secluded Shrine is a basic one. Get a Treasure, and you'll get to trash two things. When you're done getting Treasures, Secluded Shrine will quietly leave your deck and just sit there forlornly in play.

Abundance is also simple: get an Action, and you get +$3 and +1 Buy. You can save up for a big turn, or just pop it immediately as a warped Workshop.

Flagship replays your next Action, skipping tricky things like other Flagships.

Landing Party is an exotic one: you have to have a turn that you launch with Treasure, and then all your Landing Partys will topdeck.

Now some landscapes!



Rush lets an Action leap into play; more useful with some Actions than others.

Inherited is a Trait that has you start the game with a particular card (usually replacing an Estate, but it's up to you). Good times.

Hasty makes a particular card leap into play, albeit a turn later. This one is useful on almost anything. A Hasty Territory goes into play but doesn't do anything else for being played; as always there's a rulebook.

Tomorrow: more stuff.

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
The next time cards seem super interesting

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
Here's a kingdom where I was double provincing by turn 6.


Start the game with an inherited Pendant to make 4 treasure types in your deck. No village effect at all, but Wharf's duration effect coming in handy, and the Money's big enough that you don't miss it much. Goat and Cemetery for trashing, and cheap Hoards for keeping the treasure density high, and adding two more types of Treasure for Pendant.

Guy A. Person
May 23, 2003

Inherited is so freakin’ cool, I love cards that change up the usual 3/4, 5/2 opening paradigm, this changes that in maybe the most drastic way yet.

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
So for Inherited, the gained card starts shuffled in your deck?

Minor, relatively early spoilers for Clank Legacy behind the spoiler tags: Clank Legacy gives players a 11th card to begin with early on, but it starts in the discard pile. That was still a very big change, but didn't warp the opening dynamics. It might matter more for Clank because of the tempo of the Stumble cards, but I was still super impressed as to how much of a difference it made giving players a different feel to their abilities.

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
You pick a card from your normal starting hand to replace with an Inherited whatever, then shuffle everything up as usual.

Guy A. Person
May 23, 2003

Yeah so say without any of the fancy poo poo like Mr. Squishy's amazing two Heirloom game shown above, you're still likely going to start with 7 coppers, 2 estates, and whatever the Inherited card is.

So instead of the usual 3/4 or 5/2 split one of those estates is going to be say, a Smithy. So you could have 3/4+smithy or 5/2+smithy which you can imagine how those combos and the specific order you get them (e.g. if you get Smithy in your very first hand you might have a $5 card in your second draw) could really open up the possibilities in a lot of crazy ways.

Add in Heirlooms, Shelters, Allies, etc and these starts can potentially get insanely wild and varied (Shelters for instance poses an interesting question depending on the board: if you start with a terminal you likely keep Necropolis and dump one of the other two but it depends what trashing is on the board to fuel Overgrown Estate or how early you think you might be able to dump Hovel to a VP buy)

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
You've seen all the themes; here then are just some cards I want to show off.



Taskmaster is a tricky village. It can be there for you turn after turn, if you keep working on those $5's.

King's Cache is the King's Court for Treasures that you never knew you needed.

First Mate is a tricky draw-to-X card. It can be a big village and draw a bunch of cards, or not do much at all.

Shaman is the inverse Cathedral. This game, the junk will keep coming; you will have to figure out something there.



Journey is an exotic extra turn, where you won't get to use the cards from this turn on that turn. And it messes with stuff like Swamp Shacks.

Cursed gets Loots into the Traits; some card this game will come with two more cards. Yes now you will have to be clearer as to what you mean when you refer to a Cursed Village. You can also have a Cursed Cursed Village or a Cursed Blessed Village.

And Patient, which waited its turn, makes a card easy to play, if you're willing to wait for it.

That's 20 cards, 15 landscapes, and 15 Loots, from this monstrous expansion. Which we currently expect on Monday online, and around Monday in physical form

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
Shaman games are really interesting. The garbage is constantly leaking back in. Shaman isn't a very good trasher card, but you probably have to play with it. Because if you're not trashing and your opponent is, what's actually happening is they're slowly handing you their starting deck. I just had a fun game with Shaman and Black Cat, which leaps into play and hands out curses if someone else gains a Victory card. Normally that happens in the end game, but now it happens because the Trash is nothing but Estates. I've not rolled a Shaman game which includes strong Trashing cards as well yet, I figure then it becomes less important.
And Loot does look to be super strong. I think the average number of turns of 2 computers playing Big Money plus is like, 16 or 17. Loot boards tend to end by turn 12.

Guy A. Person
May 23, 2003

Yeah Shaman looks crazy, it took me a second to parse that it's not a "you may" situation and it is actually just slowly leaking crud back into your deck.

It's honestly insane to me that the only 2 "new" mechanics are Traits and Loot, and Loot is barely even really that different from other stuff we've seen. It's crazy how DXV is able to take the core gameplay loop he built and constantly provide new twists while keeping the cards relatively simple. The whole idea of durations that just stay in play until something happens is such a basic twist on the existing idea but it opens up a whole design space to work with. The seems like it's prime to be the 4th banger set in a row, will need another Nocturne soon to break up these hits lol

H2Omelon
Aug 31, 2009
Plunder is now released on dominion.games. All the cards are there.

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
This is my favourite theme of the set.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Since the rest of the cards weren't in the first 5 places I looked:



http://forum.dominionstrategy.com/index.php?topic=21560.0 posted:

20 more Kingdom cards:

Cage
$2; Treasure-Duration
Set aside up to 4 cards from your hand face down (on this). The next time you gain a Victory card, trash this, and put the set aside cards into your hand at end of turn.

(The cards go to your hand after drawing your regular hand of 5 cards for next turn. For example you might set aside two Estates and two Coppers on a Cage on an early turn; then on a late turn, buy a Province, trash the Cage, and add the two Estates and two Coppers to your hand at end of turn.)

Grotto
$2; Action-Duration
+1 Action
Set aside up to 4 cards from your hand face down (on this). At the start of your next turn, discard them, then draw as many.

(For example you could set aside 3 cards from your hand, and at the start of your next turn, discard those 3 cards, then draw 3 cards.)

Search
$2; Action-Duration
+$2
The next time a Supply pile empties, trash this and gain a Loot.

(If you Throne Room a Search, Throne Room will stay out with Search until a pile empties, and then you'll trash Search once but gain two Loots (and discard Throne Room that turn).)

Cabin Boy
$4; Action-Duration
+1 Card
+1 Action
At the start of your next turn, choose one: +$2; or trash this to gain a Duration card.

(You can trash a Cabin Boy to gain another Cabin Boy.)

Crucible
$4; Treasure
Trash a card from your hand. +$1 per $1 it costs.

(For example if you trash an Estate, which costs $2, you get +$2. If you trash a card with debt or potion in its cost (from other expansions), you get nothing for those symbols.)

Fortune Hunter
$4; Action
+$2
Look at the top 3 cards of your deck. You may play a Treasure from them. Put the rest back in any order.

(Completely resolve playing the Treasure before putting the other cards back on top; for example if the Treasure is a Figurine, the two cards you draw won't be the other ones you looked at with Fortune Hunter.)

Gondola
$4; Treasure-Duration
Either now or at the start of your next turn, +$2.
[dividing line]
When you gain this, you may play an Action card from your hand.

(When playing Gondola, choose whether to get +$2 immediately, or at the start of your next turn. If you choose "immediately," Gondola will be discarded in the same turn’s Clean-up; if you choose "next turn," Gondola will be discarded that turn. If you play Gondola multiple times, such as with King's Cache, you choose each time whether to get the +$2 now or next turn, and Gondola only stays in play if at least one of the plays was for next turn (in which case the King's Cache also stays in play).)

Harbor Village
$4; Action
+1 Card
+2 Actions
After the next Action you play this turn, if it gave you $, +$1.

(This only cares if the Action itself gave you +$1 not if you otherwise got +$1 due to playing it (such as due to Training, from Adventures, or due to receiving Forest's Gift, from Nocturne). It's okay if you no longer have the $ (such as due to Storyteller). +Coffers (from Guilds and Renaissance) is not +$. +$0 doesn't get you the bonus. Using a Way (from Menagerie) to get +$ (e.g. Way of the Sheep) does get you the bonus. If you Throne Room a Harbor Village and then play a Militia, you played Harbor Village, then Harbor Village, then Militia, so you get nothing for the first play of Harbor Village and +$1 for the second play of it.)

Mapmaker
$4; Action-Reaction
Look at the top 4 cards of your deck. Put 2 into your hand and discard the rest.
[dividing line]
When any player gains a Victory card, you may play this from your hand.

(If you have fewer than four cards (after shuffling), you just look at what's left. You may play this when someone (including you) gains a Victory card due to buying it, or some other way. When you play Mapmaker in response to someone gaining a Victory card, you can immediately play another Mapmaker afterwards - even one you just got via the first Mapmaker.)

Maroon
$4; Action
Trash a card from your hand. +2 Cards per type it has (Action, Attack, etc.)

(Types are the words on the bottom banner of cards - Action, Attack, and so on. For example if you trash a Cage with Maroon, you'll draw 4 cards, since it's a Treasure and a Duration, 2 types.)

Crew
$5; Action-Duration
+3 Cards
At the start of your next turn, put this onto your deck.

(Putting this onto your deck isn't optional.)

Cutthroat
$5; Action-Duration-Attack
Each other player discards down to 3 cards in hand. The next time anyone gains a Treasure costing $5 or more, gain a Loot.

(Loot itself is a Treasure costing $5 or more, so a player gaining one will trigger Cutthroats.)

Enlarge
$5; Action-Duration
Now and at the start of your next turn: trash a card from your hand, and gain one costing up to $2 more.

(Once you've played Enlarge, trashing a card at the start of your next turn is mandatory.)

Figurine
$5; Treasure
+2 Cards
You may discard an Action for +1 Buy and +$1.

(This is a Treasure, and so is played in your Buy phase, but draws cards. This means that usually if it draws you an Action card, that card won't be useful that turn, except that Figurine itself lets you discard one Action card for +1 Buy and +$1.)

Frigate
$5; Action-Duration-Attack
+$3
Until the start of your next turn, each time another player plays an Action card, they discard down to 4 cards in hand afterwards.

(This applies each time another player plays an Action, until your next turn. That includes later on during your turn, if they manage to play an Action then (for example a Stowaway). They completely resolve playing the Action before discarding.)

Longship
$5; Action-Duration
+2 Actions
At the start of your next turn, +2 Cards.

(Playing this gives you +2 Actions then, and +2 Cards at the start of your next turn.)

Pilgrim
$5; Action
+4 Cards
Put a card from your hand onto your deck.

(The card you put on top doesn't have to be one of the 4 you just drew.)

Quartermaster
$5; Action-Duration
At the start of each of your turns for the rest of the game, choose one: gain a card costing up to $4, setting it aside on this; or put a card from this into your hand.

(Quartermaster stays in play for the rest of the game. Each turn you either gain a card and put it on the Quartermaster, or take one of the cards you've already gained with that Quartermaster and put it into your hand. If you play two Quartermasters, they each have their own set of cards. However if you Throne Room a Quartermaster, you just have one set of cards for it, and twice on each of your turns, either add one or take one.)

Silver Mine
$5; Treasure
Gain a Treasure costing less than this to your hand.

(This can gain Silver, but also other Treasures costing less than Silver Mine, when in the Supply: Gondola, Jewelled Egg, and so on.)


Trickster
$5; Action-Attack
Each other player gains a Curse. Once this turn, when you discard a Treasure from play, you may set it aside. Put it into your hand at end of turn.

(This is cumulative; if you play two Tricksters, then you can set aside up to two Treasures you discard from play and put them into your hand at end of turn, after drawing.)

7 more Traits:

Fated
When shuffling, you may look through the cards and reveal Fated cards to put them on top or bottom.

(Each time you shuffle, you can choose to put Fated cards on the top or bottom of your deck, while shuffling the other cards normally. If for example you had five Fated cards, you could put two on top, one on the bottom, and leave the other two to be shuffled in. In games with Fated, you can look through your deck before shuffling, even if you're sure you don't have any Fated cards.)

Friendly
At the start of your Clean-up phase, you may discard a Friendly card to gain a Friendly card.

(You may only discard one Friendly card per turn this way.)!

Inspiring
After playing an Inspiring card on your turn, you may play an Action from your hand that you don't have a copy of in play.

(When you play an Inspiring card, after resolving it, you can play an Action card from your hand, provided that you don't have a copy of that card in play. Duration cards that you played on previous turns that are still in play, are in play; cards that have left play somehow, like a Mining Village (from Intrigue) trashing itself, are not in play. An Inspiring card can sometimes play a different Inspiring card (when Inspiring is on a split pile, like those in Empires and Allies), but can't normally play another copy of itself.)

Nearby
When you gain a Nearby card, +1 Buy.

(Each time you gain a Nearby card, you get +1 Buy.)

Reckless
Follow the instructions of played Reckless cards twice. When discarding one from play, return it to its pile.

(Reckless does two things, at different times. When you play a Reckless card, you follow its instructions an extra time - follow them entirely, then follow them again - and when you discard one from play, you return it to its Supply pile. With Duration cards those may not happen on the same turn. If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time, but still return the card when discarding it from play.)

Rich
When you gain a Rich card, gain a Silver.

(Each time you gain a Rich card, you also gain a Silver.)

Tireless
When you discard a Tireless card from play, set it aside, and put it onto your deck at end of turn.

(This is mandatory. You draw your next hand before putting the card onto your deck.)

8 more Events:

Avoid ($2)
+1 Buy
The next time you shuffle this turn, pick up to 3 cards to put into your discard pile.

(If you don't end up shuffling this turn, this does nothing. If you do shuffle, you first look through the cards and pick up to 3 to put into your discard pile. Shuffle the other cards normally, but don't shuffle those 3 in. Avoid is cumulative; if you Avoid 3 times, you will pick up to 9 cards to not shuffle in. You might leave so many cards in your discard pile that you don't have enough to draw; this does not trigger another shuffle, you just draw what you can.)

Deliver ($2)
+1 Buy
This turn, when you gain a card, set it aside, and put it into your hand at end of turn.

(Buying this more than once doesn't do anything extra. The set aside cards go into your hand after drawing your usual 5 cards.)

Foray ($3)
Discard 3 cards, revealing them. If they have 3 different names, gain a Loot.

(If you didn't have 3 cards to discard, you don't gain a Loot.)

Launch ($3)
Once per turn: Return to your Action phase. +1 Card, +1 Action, and +1 Buy.

(This ends your Buy phase and returns you to your Action phase. This does not cause "start of turn" abilities to repeat; however when your Buy phase happens again after that, "start of Buy phase" abilities can repeat.)

Mirror ($3)
+1 Buy
The next time you gain an Action card this turn, gain a copy of it.

(This is cumulative; if you buy Mirror three times and then buy an Action, you'll gain three extra copies of it.)

Scrounge ($3)
Choose one: trash a card from your hand; or gain an Estate from the trash, and if you did, gain a card costing up to $5.

(You may either trash a card from your hand, or may gain an Estate from the trash. If you gained an Estate, you then also gain a card costing up to $5 from the Supply.)

Looting ($6)
Gain a Loot.

(You simply gain a Loot.)

Invasion ($10)
You may play an Attack from your hand. Gain a Duchy. Gain an Action onto your deck. Gain a Loot; play it.

(You do the four things in that order. Playing an Attack card is optional; the rest are mandatory.)


Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Mr. Squishy posted:

Taskmaster is a tricky village. It can be there for you turn after turn, if you keep working on those $5's.

Taskmaster to me says "3-pile with Duchies" in any kingdom with a decent 5-cost action like Laboratory. The longer you can keep them in play, the more likely it is you'll keep them in play.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Rules are up

https://www.riograndegames.com/wp-content/uploads/2022/08/DomPlunder.pdf

Mr. Squishy
Mar 22, 2010

A country where you can always get richer.
The new event Journey is really interesting to me. For $4 you can take another turn, but you do not discard any cards in play. I think you buy it every turn that the expected outcome of the next hand is $4 or better, because cycling is good. You obviously don't buy it when ut would cause all your good cards to miss the shuffle. And its totally worthless when you've got a super clean deck that can draw and play everything in a turn. On the other hand there are a bunch of other cases when you throw away $4 and a buy just to cycle your deck. Getting the curses out, triggering an Urchin or Magic Lamp, and it can really turbo charge Swamp Shacks.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Mr. Squishy posted:

And its totally worthless when you've got a super clean deck that can draw and play everything in a turn.

I think it probably winds up speeding up the game (not in minutes, but in "turns") to the point where you never reach this point.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
I really wish we still had Isotropic. I'd be so much more likely to get a couple hundred games in over the break.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
Secret History of Plunder.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Cheers. OP updated

Guy A. Person
May 23, 2003

lol I broke the Dominion Online client by using King's Cache with Collection and an on-buy Horse gainer



(it keeps stalling out and making me reconnect at which point all the cards dissapear)

I could have for sure gotten a lot more VP, definitely above 5000 but not sure what I would have capped out at

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

DXV posted:

This isn't a secret, but isn't widely known: Altenburger did a poll, which cards would players like to see with new art, and Harem won. They didn't ask us (me and Jay) first, and we said, okay, but we'll be renaming it too. So at some point a promo will come out that's Harem but with new art and a new name (still depicting Valerie). And then probably eventually it will find its way into Intrigue.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD
Considering how rarely I want to spend $6 in-game for a silver worth 2VP, I'm not sure I'll be able to justify spending $5 + shipping on it.

Guy A. Person
May 23, 2003

Yea I wonder about releasing it as a promo unless there is a mechanical change, which of course the quote doesn’t mention but this would be the first time that we get a card with a new name and the exact same function (which does makes sense if the idea is to just memory hole the card)

For me I’ll likely only see this when it gets swapped into Intrigue on digital, I imagine it must just be super cheap to make and ship these promos or they can just do it on demand, unless the plan is to package with a new promo as like a 2 for 1 deal.

H2Omelon
Aug 31, 2009
I think releasing it as a promo is just so anyone who really wants it can get it without having to repurchase all of Intrigue. They did the same when they fixed the art on Pathfinding, you can buy the fixed copy as a promo if you really want it.

homullus
Mar 27, 2009

Last night, I was proud of myself for realizing that I could circumvent the 4-cost limit on Inheritance with Necromancer, a card I seldom use. I trashed some great 5-cost cards like Barbarian and Bandit Camp and used Inheritance on the Necromancer, so that I could reach those two cards every turn (twice, in the case of Bandit Camp) with my Estates.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
I've been playing a bunch against the Steam AI (on medium :negative:) with whatever the free set is and Adventures is the first time I've really felt competitive with it.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
In shocking news another expansion is coming out (but not soon)

DXV posted:

When I showed the game to RGG, I had 5 20-card expansions: Intrigue, "Abroad" which became Seaside plus Hinterlands, Prosperity, "War" which became Dark Ages, and Alchemy which became Alchemy plus tiny amounts of Cornucopia. Alchemy came out early and smaller because Hans im Gluck wanted to try smaller expansions. Then Guilds came into being just to be another small expansion, between Dark Ages and Hinterlands, as we were alternating. Then it came out after Dark Ages.

Whenever anyone has ever asked, I said, sure there will probably be another expansion eventually. But I did intentionally take a break after Guilds, and wasn't confident there would be more, and acted like that.

At any given moment probably there are 0-1 expansions planned that haven't been announced. Either I've been working on one or I haven't. I haven't planned out multiple expansions since the early days. Ideas may wait for a future expansion, but you know there's no plan, there are just unused ideas.

Currently I do have an expansion planned. There's no schedule for it yet; when I'm basically done with it, it will probably take 5-6 months to come out. So I mean, next year.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Dominion: Rising Sun. March 2024ish

Marchland promo card - "soon"

Guy A. Person
May 23, 2003

‘Bout time

panko
Sep 6, 2005

~honda best man~


:siren: dominion finally came out for iOS :siren:

now I can play daily dominion with everyone else, just as don intended

auspicious start!



I just said gently caress it and bought all of the expansions in one go on discount (the bundle is like $50 off on iOS rn) only to find out later that it the promos are separate transactions... I like when black market shows up in the kingdom but not enough to pay $5 for just it

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
It dropped on Steam as well but I can't see spending over $180 for the full game.

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."

Toshimo posted:

It dropped on Steam as well but I can't see spending over $180 for the full game.

It's been on Steam and Android for ages.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Toshimo posted:

It dropped on Steam as well but I can't see spending over $180 for the full game.

I suspect there will be sales.

Lottery of Babylon
Apr 25, 2012

STRAIGHT TROPIN'

Jedit posted:

I suspect there will be sales.

I don't think it's ever gone on sale on Steam in the over two years it's been there.

Adbot
ADBOT LOVES YOU

Doctor Spaceman
Jul 6, 2010

"Everyone's entitled to their point of view, but that's seriously a weird one."
On Steam most of the expacs have gone up over time in price, though Intrigue received a price cut a while back and is marked in-game as being on sale.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply