Notwithstanding programming complexity (which I cannot speak to) the main difficulty I see is readability. For Smithy, not a problem. For Possession, potentially difficult to do meaningfully.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
I understood that i can only be matched against players who have the same "dislikes" as i have. Of curse it makes more sense if possession would just not appear in the kingdom, i got that wrong.The problem with possession isn't fun things like apprentice on colonies, it's the way it doesn't restore the new mechanics:
I still love possession games, so thanks a lot that you made that card. I even liked it more in its 1st Edition style because of some interesting variants with VP-point gainers (you triple posses me? play all my bishops-fortresses). Then again, i just had a really great game with possession and capital where not paying back debt protected from successfull possessions.
Cutting out that special card everyone else hates would indeed make the game less enjoyable for me, because i would miss those strange interactive plays. And thats the reason i dont want a card-ban system and vote against it.
I understand noone should be forced to play something they dont like. If a game starts and pre-turn 1 my opponent chats something like "lets ban rebuild to avoid the mirror and have a more interesting game", i always agree. Of course, if i chat "lets ignore TAX and Wolf Den" it wouldnt affect the game too much
In RL-games, we like to ban "shuffle-heavy" cards like Hunting Party or Scrying Pool. In online games, i would rather ban click-heavy spam cards like Moat in a Minion game.
- Cards being removed from tavern mats (Such as Royal Carriage)
- Cards being left on tavern mats (Such as wine merchant)
- Coins earned on your turn being spent
- Prince (I prince'd an opponent's Embargo once.
- Journey Tokens
- +Buy/+Card/Trash/etc. tokens
There were a few cards that were impacted before (eg native village) but the number of destructive interactions has gone up so they happen a lot more frequently when possession is available. So while it's kinda fun in certain decks, it's just frustrating in so many more now.
IMGHO (G=genuinely), Harbinger is a better card to have in the active, general card pool, but Woodcutter is a better card to have in the intro set. I think a lot of the base cards teach valuable lessons about how the game works. In the case of Woodcutter, you have to ask "is this better than a Silver?" and "how valuable is an extra buy?". Those are great questions for newbies to consider. But considering that the proportion of Dominion newbies among all players has likely never been lower, the utility of such "teaching cards" is also at an all-time low.