Adventures: Różnice pomiędzy wersjami

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Adventures has a number of cards that facilitate [[Big Money]] strategies:
Adventures has a number of cards that facilitate [[Big Money]] strategies:
* {{Card|Treasure Hunter}} and {{Card|Hero}} - both of these {{Card|Page}} line cards can fill your deck with [[Treasure|Treasures]]
* {{Card|Treasure Hunter}} and {{Card|Hero}} - both of these {{Card|Page}} line cards can fill your deck with [[Treasure|Treasures]]
* {{Card|Amulet}} - a good source of {{Card|Silver}}
* {{Card|Amulet}} - a good source of {{Card|Srebrniki}}
* {{Card|Gear}} - decent [[terminal draw]] that can set aside excess Treasure for next turn
* {{Card|Gear}} - decent [[terminal draw]] that can set aside excess Treasure for next turn
* {{Card|Magpie}} - a [[Lab variant]] specifically for Treasures
* {{Card|Magpie}} - a [[Lab variant]] specifically for Treasures
* {{Card|Treasure Trove}} - fills your deck with {{Card|Gold}}
* {{Card|Treasure Trove}} - fills your deck with {{Card|Złoto}}
* {{Event|Raid}} - can net you a lot of Silvers if you already have a fair few
* {{Event|Raid}} - can net you a lot of Silvers if you already have a fair few
Other cards may play well with Big Money, but more playtime is needed to judge.
Other cards may play well with Big Money, but more playtime is needed to judge.
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* {{Event|Alms}} - a fantastic [[gainer]] in Treasure-less decks
* {{Event|Alms}} - a fantastic [[gainer]] in Treasure-less decks
* {{Event|Travelling Fair}} - a source of +Buy as well as a top-decker
* {{Event|Travelling Fair}} - a source of +Buy as well as a top-decker
* {{Event|Bonfire}} - lets you use {{Card|Copper|Coppers}} while still trashing them
* {{Event|Bonfire}} - lets you use {{Card|Miedziaki}} while still trashing them
* {{Event|Expedition}} - can serve as draw for an engine with extra {{Cost}}
* {{Event|Expedition}} - can serve as draw for an engine with extra {{Cost}}
* {{Event|Ferry}} - makes important engine parts cheaper
* {{Event|Ferry}} - makes important engine parts cheaper
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* Finnish: Seikkailut
* Finnish: Seikkailut
* French: Aventures
* French: Aventures
* German: Abenteuer (note: identical to the German name for {{Card|Venture}})
* German: Abenteuer (note: identical to the German name for {{Card|Złoty interes}})
* Japanese: 冒険 (pron. ''bōken'')
* Japanese: 冒険 (pron. ''bōken'')
* Polish: W nieznane! (lit. ''into the unknown''; note: as referred to in Polish ''[[Empires]]'' rulebook)
* Polish: W nieznane! (lit. ''into the unknown''; note: as referred to in Polish ''[[Empires]]'' rulebook)
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* a card that gives the 2nd player an advantage
* a card that gives the 2nd player an advantage
* a card you can play when it isn't your turn
* a card you can play when it isn't your turn
* a card that draws you 5 cards when {{Card|Throne Room|Throned}}
* a card that draws you 5 cards when {{Card|Sala tronowa|Throned}}
* word counts: [[Supply]]: 15; Game: 4; Turn: 31; [[Adventures tokens|Token]]: 16.
* word counts: [[Supply]]: 15; Game: 4; Turn: 31; [[Adventures tokens|Token]]: 16.
|Name=[[Donald X. Vaccarino]]
|Name=[[Donald X. Vaccarino]]
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So I made cards for the mat, initially the Castle mat, and cards that produced tokens, initially one-shot kingdom cards (plus a few other kinds of uses for tokens). And a good time was had by all.
So I made cards for the mat, initially the Castle mat, and cards that produced tokens, initially one-shot kingdom cards (plus a few other kinds of uses for tokens). And a good time was had by all.


I was playtesting irl, but it seemed good to also have some external playtesters. My old playtesters mostly just played online, which wouldn't be possible this time, but a few had physical copies. So I let some of them know. I also looked on dominionstrategy.com for people who might playtest. I already had Matthew Engel, who had playtested {{Card|Prince}}. Now there were two things I wanted out of new people: playing ability, and owning the physical game. As it happened there had recently been a tournament, and there was a thread talking about a meet-up in Chicago. I looked for people who did well in the tournament who also said they had a copy of the game in the Chicago thread, and invited three people. So somehow, being willing to go to Chicago upped your chances of me asking you to playtest.
I was playtesting irl, but it seemed good to also have some external playtesters. My old playtesters mostly just played online, which wouldn't be possible this time, but a few had physical copies. So I let some of them know. I also looked on dominionstrategy.com for people who might playtest. I already had Matthew Engel, who had playtested {{Card|Książę}}. Now there were two things I wanted out of new people: playing ability, and owning the physical game. As it happened there had recently been a tournament, and there was a thread talking about a meet-up in Chicago. I looked for people who did well in the tournament who also said they had a copy of the game in the Chicago thread, and invited three people. So somehow, being willing to go to Chicago upped your chances of me asking you to playtest.


Wei-Hwa Huang alerted Doug Zongker to the existence of the new set, and Doug offered to program the set on [[isotropic]] for us. This was fantastic; you get way more testing done online, since it goes so fast and you can do it whenever. Since we could play online, I invited a few more people from dominionstrategy, this time based just on playing ability.
Wei-Hwa Huang alerted Doug Zongker to the existence of the new set, and Doug offered to program the set on [[isotropic]] for us. This was fantastic; you get way more testing done online, since it goes so fast and you can do it whenever. Since we could play online, I invited a few more people from dominionstrategy, this time based just on playing ability.

Wersja z 20:31, 26 sty 2017

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Adventures
nazwa proponowana:
W nieznane!
Info
Typ duże rozszerzenie
Ikona
Karty 400
304 (30 zestawów)
30
6
inne karty
Elementy dodatkowe  
Motyw przewodni
Wydanie kwiecień 2015
Oficjalne zasady PDF

Zawartość

karty podstawowe

karty Królestwa

Coin of the Realm, Page, Peasant, Ratcatcher, Raze
Amulet, Caravan Guard, Dungeon, Gear, Guide
Duplicate, Magpie, Messenger, Miser, Port, Ranger, Transmogrify
Artificer, Bridge Troll, Distant Lands, Giant, Haunted Woods, Lost City, Relic, Royal Carriage, Storyteller, Swamp Hag, Treasure Trove, Wine Merchant
Hireling

  • Stos karty Port zawiera 12 kart.

materiały dodatkowe

karty ulepszone (po 5 każdej):

Soldier, Treasure Hunter
Fugitive, Warrior
Disciple, Hero
Teacher, Champion

  • Page jest kartą Królestwa, a 4 pozostałe karty w linii ulepszenia mogą być zdobyte tylko przez zamianę: Page -> Treasure Hunter -> Warrior -> Hero -> Champion.
  • Peasant jest kartą Królestwa, a 4 pozostałe karty w linii ulepszenia mogą być zdobyte tylko przez zamianę: Peasant -> Soldier -> Fugitive -> Disciple -> Teacher.

20 Zdarzeń (po 1 karcie):

Alms, Borrow, Quest
Save
Scouting Party, Travelling Fair
Bonfire, Expedition, Ferry, Plan
Mission, Pilgrimage
Ball, Raid, Seaway, Trade
Lost Arts, Training
Inheritance
Pathfinding

6 zestawów (w 6 kolorach):

Tekst wprowadzający

Life is either a daring adventure or nothing. You're not sure which, but at least you've narrowed it down. You are rich with life experiences, but have had trouble trading them for goods and services. It's time to seek your fortune, or anyone's really, whoever's is closest. To the west there's a land of milk and honey, full of giant bees and monstrous cows. To the east, a land of eggs and licorice. To the north, treacherous swamps; to the south, loyal jungles. But all of them have been thoroughly pillaged. You've heard legends though of a fifth direction, as yet unspoiled, with its treasures conveniently gathered into troves. You have your sword and your trail mix, handed down from your father, and his father before him. You've recruited some recruits and hired some hirelings; you've shined your armor and distressed a damsel. You put up a sign saying "Gone Adventuring." Then you put up another sign, saying "Beware of Dog," in case people get any ideas. You're ready. You saddle up your trusty steed, and head florst.

Galeria kart

karty Królestwa

ulepszenia kart Traveller

linia karty Page

linia karty Peasant

Zdarzenia

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Impact of Adventures

Despite having fewer cards total than Dark Ages, Adventures added the most unique cards of any set at that time, due to Travellers and Events. Though it has some simple cards, its complexity can be quite daunting to newer players, what with Reserves, Events, Travellers, and tokens. It has also led to the discovery of some extremely fast combo strategies (such as Royal Carriage/Bridge), as well as a new baseline in fast Big Money strategies in Gear. All in all, the reaction to the set so far has been positive, particularly with the introduction of Events.

Structurally, Adventures was conceived in part as a sequel to Seaside, with its focus on card abilities that affect multiple turns: it reintroduces Duration cards; introduces Reserve cards, a variant on the Duration theme; and tracks long-term effects with a mat and tokens as some Seaside cards do. Adventures also introduces cards with unusual combinations of types that could have been used before but never were; these include the first TreasureAttack, AttackDuration, and DurationReaction cards. Following somewhat in Dark Ages' footsteps, the set also introduced some cards that broke previous written and unwritten rules, including permanent Durations, non-Supply cards with non-zero costs, a Treasure that gives +Action, a card that can be played when it's not your turn, and a card that turns into another resource.

Durations

Seaside, serving as the introduction to Durations, for the most part stuck with fairly simple cards of this type, with half of them having solely vanilla effects. With Adventures, the boundaries of what can be done with Duration cards are explored. Some, like Amulet and Dungeon, are simply Duration variants of existing cards, while others are more exotic, like Bridge Troll and Haunted Woods. Durations are what most players liked most about Seaside, and Adventures effectively doubles their number, making it twice as likely that orange will be seen in any given Kingdom.

Reserves

The ability to set a card aside to call upon on any future turn dramatically expands a player's options every turn. Not only do players have all the cards in their hand to choose from now, but all the cards on their Tavern mat, as well. While Reserve cards can often be rather slow, and can suffer from the same problem as Durations with missing the reshuffle, they can have quite powerful effects when called, and their slowness allows them to be cheaper than conventional cards with similar effects.

Events

Events are the most substantial innovation Adventures introduces, drastically increasing the amount of options players have in a game of Dominion without taking up one of the Kingdom card slots in the supply. Therefore two games with the same Kingdom can play very differently depending on what Events are available. Some, like Alms and Borrow, can completely change opening turns; others, like Lost Arts and Pathfinding, can add tokens to piles to make some truly powerful cards; others still are just plain weird, yet still compelling, such as Inheritance.

Big Money

Adventures has a number of cards that facilitate Big Money strategies:

Other cards may play well with Big Money, but more playtime is needed to judge.

Engines

Adventures has a number of cards that facilitate engine strategies:

Other cards may play well with engines, but more playtime is needed to judge.

Adventures Theme

There are also 20 Events, 11 of which use tokens: Borrow, Ferry, Plan, Pilgrimage, Ball, Raid, Seaway, Lost Arts, Training, Inheritance, Pathfinding

Trivia

Adventures is the first expansion to be released after Donald X. stated he would no longer release expansions on a regular basis, making this the first "occasional" expansion. It is the second large expansion, after Dark Ages, and the second expansion whose box's color scheme is grey, though of a darker shade than Intrigue's. Donald X has stated that Adventures started off as a "treasure chest" set that revisited themes from every previous expansion, but the only theme that both stood out and did not require the repeated inclusion of old tokens or other components was Duration cards. He has also stated that, in retrospect, Adventures could have been a spin-off game.

In other languages

  • Dutch: Avonturen
  • Finnish: Seikkailut
  • French: Aventures
  • German: Abenteuer (note: identical to the German name for Złoty interes)
  • Japanese: 冒険 (pron. bōken)
  • Polish: W nieznane! (lit. into the unknown; note: as referred to in Polish Empires rulebook)
  • Russian: Приключения (pron. priklyucheniya, lit. adventure)

Teaser

The weekend before previews, Donald X. posted a teaser of "bits of information about the expansion that don't actually tell you any cards."

Some things you will find in Dominion: Adventures:

Release

Adventures was the first expansion whose US edition was made in country, by Hasbro. Unfortunately, the initial print run was beset with a number of a problems, such as miscut or damaged cards, as well as other changes, such as more flexible cards and a lack of gloss on the box, mat, and tokens; all of this led to a perceived drop in quality of the physical components of the set relative to previous products, though the actual gameplay of the set was well-received.

Secret History

At some point, you've gotta call it a day. I mean what about the people with storage solutions? And well. As I have said repeatedly, there are good reasons to switch from expansions to spin-offs. You run out of simple things to do. You already have endless variety with 8 expansions. There are things you can do in spin-offs that you can't do in expansions.

All that still stands. But I made a spin-off, and then took the Dominion part out; it's Kingdom Builder. And I made another spin-off, and took the Dominion part out; it's Temporum. At some point it was clear: even if I managed to make some spin-offs, I wasn't just going to crank out an endless series of them. So eventually I would make another Dominion expansion. The publishers and fans would want it, and I wouldn't be able to say, here's another spin-off instead. And one day in May 2014, I had nothing else going on, and it seemed like, well, maybe it's time to see what's left to do. And there was stuff to do, so I did it.

Some people talk about a "treasure chest" expansion - more cards for each existing expansion. It doesn't really work. It's not much of a product if it requires you to own the other sets, so everything you'd need has to be included. Including all that stuff is not great - so much for tokens, coin tokens, stuff that costs Potion, stuff handing out Ruins. At the same time some mechanics just don't scream out their expansion - "choose one" for example shows up in a bunch of sets, it doesn't just say, oh this is an Intrigue card. In fact of all of the mechanics in the expansions, the only one that seemed satisfying to revisit and which didn't require components (except rulebook space) was duration cards.

So, how about some new duration cards? There was plenty left to do there, and some of those cards could even be simple. So I made some up.

Another source of early inspiration was the idea of someday making an online-only promo. It would have to be something you simply couldn't do physically. I came up with an obvious card idea I liked - a card which, each time you played it, gained +1 of something of your choice. Gradually individual copies of the card would become distinct and more powerful. Later I realized, wait, I could do something like that physically, by having piles of cards to upgrade into. And that sounded cool. So, new duration cards, this upgrading thing, okay, a starting point. And I had my lists of old ideas never tried, and tried a few promising ones.

Initially I was thinking of the set as a full-on Seaside sequel. And what else did Seaside have? It had mats and tokens. I looked at what the possibilities were for these components. For mats one thing stood out: a mat you put cards on, where they would wait until you were ready to use them. I had done one of those in Dark Ages, and it had been great, but hadn't made the set because you know, it needed the mat. For tokens, again connected to the online-only card concept, I thought, what about modifying cards? I couldn't modify individual cards, but I could modify piles - your cards from that pile are better. It had to be just your cards, because people are stingy. So, 6 copies of each token, in 6 colors to handle 6 players.

So I made cards for the mat, initially the Castle mat, and cards that produced tokens, initially one-shot kingdom cards (plus a few other kinds of uses for tokens). And a good time was had by all.

I was playtesting irl, but it seemed good to also have some external playtesters. My old playtesters mostly just played online, which wouldn't be possible this time, but a few had physical copies. So I let some of them know. I also looked on dominionstrategy.com for people who might playtest. I already had Matthew Engel, who had playtested Książę. Now there were two things I wanted out of new people: playing ability, and owning the physical game. As it happened there had recently been a tournament, and there was a thread talking about a meet-up in Chicago. I looked for people who did well in the tournament who also said they had a copy of the game in the Chicago thread, and invited three people. So somehow, being willing to go to Chicago upped your chances of me asking you to playtest.

Wei-Hwa Huang alerted Doug Zongker to the existence of the new set, and Doug offered to program the set on isotropic for us. This was fantastic; you get way more testing done online, since it goes so fast and you can do it whenever. Since we could play online, I invited a few more people from dominionstrategy, this time based just on playing ability.

The mat worked great, the tokens were exciting, the new duration cards compelling. One day, real-life playtester Kevin White said, man the tokens took a while to get. You buy the one-shot, eventually shuffle it in and draw it, then play it and finally you have the token. Couldn't they be faster? Now they could have just been when-gain one-shots, a concept I tried out previously in Hinterlands. But if you trash a card when you gain it, well, why have the card? It's not doing anything except limiting how many times you can do this. You could just buy the token directly. That immediately sounded awesome. And then, if you can buy tokens directly, why not pay for other things? And thus the set got Events. And I needed new kingdom cards to replace the ones that turned into Events, and I needed more Events so there would be lots of Events.

Initially I had no flavor concept beyond, maybe it's Seaside-ish. Later I had to actually focus the set's flavor. I tried a "castle" theme, because of the Castle mat, but it just felt like generic Dominion. Then I tried Adventures and well these stories aren't all interesting. I changed the Castle mat to a Tavern mat to tie in with adventures in its mild way. And I made some cards specifically to pursue the Adventures flavor. Dominion doesn't have a lot of "top-down" cards but it did get a few this time.

The set ballooned. With 20 Events and 8 upgrades eating up 60 cards, the options are to have fewer kingdom cards than usual, or more. I'm weak; I went for more. So the final set is 400 cards plus the mats and tokens.

Polecane zestawy 10 kart

Tylko Adventures

Gentle Intro [obrazki]
Amulet Distant Lands Dungeon Duplicate Giant
Hireling Port Ranger Ratcatcher Treasure Trove
Dodatkowe karty
Scouting Party
Expert Intro [obrazki]
Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie
Peasant Raze Swamp Hag Transmogrify Wine Merchant
Dodatkowe karty
Mission Plan

Adventures i Dominion

Level Up [obrazki]
Targowisko Merchant Milicja Sala tronowa Warsztat
Dungeon Gear Guide Lost City Miser
Dodatkowe karty
Training
Son of Size Distortion [obrazki]
Bandit Urzędnik Ogrody Lichwiarz Wiedźma
Amulet Duplicate Giant Messenger Treasure Trove
Dodatkowe karty
Bonfire Raid

Adventures i Intryga

Royalty Factory [obrazki]
Bridge Troll Duplicate Page Raze Royal Carriage
Spiskowiec Courtier Harem Szlachta Kanciarz
Dodatkowe karty
Pilgrimage
Masters of Finance [obrazki]
Artificer Distant Lands Gear Transmogrify Wine Merchant
Most Giermek Rudera Zarządca Rozbudowa
Dodatkowe karty
Ball Borrow

Adventures i Przystań

Prince of Orange [obrazki]
Amulet Dungeon Haunted Woods Page Swamp Hag
Karawana Wioska rybacka Okręt kupiecki Strateg Mapa skarbu
Dodatkowe karty
Mission
Gifts and Mathoms [obrazki]
Bridge Troll Caravan Guard Hireling Lost City Messenger
Ambasador Embargo Przystań Wyławiacz Przemytnicy
Dodatkowe karty
Expedition Quest

Adventures i Alchemy

Haste Potion [obrazki]
Magpie Messenger Port Royal Carriage Treasure Trove
Apprentice Scrying Pool Transmute University Vineyard
Dodatkowe karty
Potion Plan
Cursecatchers [obrazki]
Amulet Bridge Troll Caravan Guard Peasant Ratcatcher
Apothecary Familiar Golem Herbalist Philosopher's Stone
Dodatkowe karty
Potion Save Trade

Adventures i Złoty wiek

Last Will and Monument [obrazki]
Coin of the Realm Dungeon Messenger Relic Treasure Trove
Biskup Rachuba Monument Motłoch Składnica
Dodatkowe karty
Platyna Kolonia Inheritance
Think Big [obrazki]
Distant Lands Giant Hireling Miser Storyteller
Kontrabanda Modernizacja Krocie Rada królewska Domokrążca
Dodatkowe karty
Platyna Kolonia Ball Ferry

Adventures i Róg obfitości

The Hero's Return [obrazki]
Artificer Miser Page Ranger Relic
Odpust Farma Banda koniokradów Błazen Menażeria
Dodatkowe karty
Travelling Fair
Seacraft and Witchcraft [obrazki]
Peasant Storyteller Swamp Hag Transmogrify Wine Merchant
Cyganka Folwark Róg obfitości Turniej rycerski Młoda wiedźma
Dodatkowe karty
stos Zguby:
Guide
Ferry Seaway

Adventures i Hinterlands

Traders and Raiders [obrazki]
Haunted Woods Lost City Page Port Wine Merchant
Develop Farmland Haggler Spice Merchant Trader
Dodatkowe karty
Raid
Journeys [obrazki]
Bridge Troll Distant Lands Giant Guide Ranger
Cartographer Crossroads Highway Inn Silk Road
Dodatkowe karty
Expedition Inheritance

Adventures i Dark Ages

Cemetery Polka [obrazki]
Amulet Caravan Guard Hireling Peasant Relic
Graverobber Marauder Procession Rogue Wandering Minstrel
Dodatkowe karty
Ruins Trait dla karty '
Shelters
Alms
Groovy Decay [obrazki]
Dungeon Haunted Woods Ratcatcher Raze Transmogrify
Cultist Death Cart Fortress Knights Rats
Dodatkowe karty
Ruins Trait dla karty '
Shelters
Lost Arts Pathfinding

Adventures i Guilds

Spendthrift [obrazki]
Artificer Gear Magpie Miser Storyteller
Doctor Masterpiece Merchant Guild Soothsayer Stonemason
Dodatkowe karty
Lost Arts
Queen of Tan [obrazki]
Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage
Advisor Butcher Candlestick Maker Herald Journeyman
Dodatkowe karty
Pathfinding Save

Adventures i Imperium

Kontrola ziem [obrazki]
Kapitał Katapulta Klejnot Korona Targ rolny
Coin of the Realm Page Relic Treasure Trove Wine Merchant
Dodatkowe karty
Bankiet Twierdza
Nie ma kasy, nie ma problemu [obrazki]
Archiwum Obozowisko Królewski kowal Świątynia Willa
Dungeon Duplicate Hireling Peasant Transmogrify
Dodatkowe karty
Mission Fort rozbójników


Karty Coin of the RealmPage (Treasure HunterWarriorHeroChampion) • Peasant (SoldierFugitiveDiscipleTeacher) • RatcatcherRaze AmuletCaravan GuardDungeonGearGuide DuplicateMagpieMessengerMiserPortRangerTransmogrify ArtificerBridge TrollDistant LandsGiantHaunted WoodsLost CityRelicRoyal CarriageStorytellerSwamp HagTreasure TroveWine Merchant Hireling
Zdarzenia AlmsBorrowQuest Save Scouting PartyTravelling Fair BonfireExpeditionFerryPlan MissionPilgrimage BallRaidSeawayTrade Lost ArtsTraining Inheritance Pathfinding
Kombinacje i kontry Baron/InheritanceRachuba/Travelling FairGuide/PrzyczółekRoyal Carriage/MostGuide vs MilicjaBiblioteka vs RelicSwamp Hag vs Naciągacze
Inne NastępstwoReserveżetonyTraveller

Szablon:Navbox Sets