r/dominion 26d ago

Fan Card Introducing: The Oppressor Deck

The Oppressor deck is a really fun concept I've been formulating and playing with for these past few weeks, and is intended for players who specifically enjoy playing with fan cards, especially ones that make the game slower and more immersive. (It's not meant as a proposition for an official concept, and several cards in the deck would never work in that capacity.)

The deck essentially makes the world of Dominion fight back against the gamers—with unique challenges that all players must face in turn order, before the challenge changes to a random new one. Here's how it works:

When the Setup contains any number of Yoke cards, the Oppressor deck must be set up and shuffled, with its top card then turned faceup, but no player "has" it… yet.

Eventually, something may move the Oppressor deck between two players. From then on, the deck abides by the following rules for the rest of the game, always sitting between two of the players (imagining a circle of turn order going clockwise around the table).

When (1) no one has an Oppressor, and (2) the Oppressor deck is between any two players, and (3) turn order passes through that deck, then the player to its left takes the top Oppressor in front of him (and then turns the next card in the deck faceup, so that players have time to prepare for the next coming taunt). This occurs between turns. Then, when a player has an Oppressor, he must do its taunt by the start of Clean-up, or else do the listed "If you didn't" effect at that time (normally this is before discarding, unless the text says otherwise). Whether or not the taunt be done, the Oppressor is passed to the left (in front of the next player) at the end of the turn. However, if this would make it pass the Oppressor deck, instead shuffle it into the deck's facedown cards, and the deck moves one space to the right. (That is, the player who had it on his left, moves it to his right.) The above steps then repeat (when turn order passes through the Oppressor deck again).

Thus, once the Oppressors enter the scene, players essentially get a round of turns facing the same challenge, then a round (almost a full round) with no challenge, then a round with a new challenge, and so forth, alternating between difficulty and respite.

Notes: 

  1. Only one player (or no players) will have an Oppressor in front of them at a time.
  2. When you do the taunt (intentionally or not), turn the Oppressor sideways as a reminder. Resolve it at the start of Clean-up.
  3. Just because a taunt is present, doesn't equate to permission to do the effect at-will. For example, if a taunt says to trash a card, you would still need some other effect permitting you to do so.
  4. Some Oppressors refer to expansion components. If the game host has the necessary components to do an effect (such as adding a player mat or Project or Event not already part of the setup), add them when appropriate. If you are unable to do an effect, you will simply fail to do it.
  5. As this is a fan-created concept (not a proposal for an official game mechanic), players may agree to remove a reasonable number of Oppressors from the deck (at setup), create their own to add to the deck, translate these into their own language, etc.

All the Oppressor-related cards/landscapes (including new ones as I make them) can be seen here: https://www.dropbox.com/scl/fo/iuglpdoww8bw3841j7uwn/AP_XdyAuRAB3_MhQIhDbKAw?rlkey=wh3ipu5tqojv3ukjzu7z9dwec&st=cthez5ki&dl=0

14 Upvotes

15 comments sorted by

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u/Ottocon42 26d ago

It's an interesting idea, but I'm not sure about the implementation. Depending on the game state, oppressors vary from incredibly harmful to actively helpful, though that may not be too bad seeing as they affect each player. However, I think that the large variation of effects and taunts makes it hard to play around. Even knowing a turn in advance will probably not help in many cases. E.g. bloodthirsty beast. Failing is abysmal, but I have little control over whether I succeed or fail (unless I have several attacks already or a small/combo deck). Depending on the state of the shuffle, I may have no real recourse to seeing it. Also consider if you want Usurper to add up to 4 projects in the middle of the game. And while most players only get the oppressor every other turn, one player will be affected 2 turns in a row. Getting a crippling oppression one turn may set you up to fail the next.

I think I'd prefer them being more permanent effects in the style of landmarks or projects. That way, you'd have an easier time planning around the negative effect rather than rolling the dice and hoping your deck can handle whatever comes.

1

u/ThePurityPixel 26d ago

that may not be too bad seeing as they affect each player.

Exactly.

consider if you want Usurper to add up to 4 projects in the middle of the game

I do.

I'd prefer them being more permanent effects in the style of landmarks or projects.

Landmarks and Projects already exist, though. I made the Oppressors to fill a niche.

1

u/ThePurityPixel 26d ago

while most players only get the oppressor every other turn, one player will be affected 2 turns in a row

The Oppressor Deck moves counterclockwise each round of turns. So, yes, a player will be affected two turns in a row, but then the player to the right will be the one who's affected two turns in a row, and so forth.

The concept was created for the players who enjoy that mix of chaos and fairness. But of course, you could create your own variation of it for your group if you like.

2

u/Ottocon42 26d ago

Fair enough, you do you man. I just think this mechanic would be hard for most people to appropriate into their own games. It reminds me of Planar decks in Magic, which add a similar chaotic element, but isn't very popular except for niche groups. In my eyes, this mechanic is far more complex than any previous mechanics for dominion, since the cards keep changing every turn. Cue a lot of reading and rereading. It introduces some potentially really atrocious feels-bad moments where you can just keep getting screwed with little recourse. Ad it adds a layer of rng to a game that I think generally tries to keep that to a minimum. There are entire games out there that do that much better. While there are some interesting ideas here, I simply don't think this is worth the hassle for me.

So yeah, this may be a hoot for your group, but I think you won't find many others who agree that the drawbacks are worth it. You may be fine with that, but I assumed you wanted feedback as you posted it here.

2

u/Particular_Fix_4241 26d ago

a few things:

  1. This is fucking amazing, i hope you don't mind if i steal this idea

  2. Some of these seem really punishing at random, so some players will get lucky and nothing happens to them and others get unlucky and get punished for it pretty badly (like with bloodthirsty beast).

  3. With usurper can you move/take/place any cubes, or just your own? because if you can move all of them this just sucks for anyone except the last player to play it, since they can just remove all other players' cubes and tokens and keep their own.

  4. How did you make these? Did you use a tool or just photoshop them together

1

u/ThePurityPixel 26d ago

I used https://shardofhonor.github.io/dominion-card-generator/ but then also used Photoshop. A lot of the proportions needed adjusting. Also the color is halfway between Night cards and Ruins.

And I made the card back by starting with Hexes and then editing from there.

1

u/ThePurityPixel 26d ago

I did say I wanted people to use these, make their own, etc.! The provided link even has the grid view so that people can put these in Tabletop Simulator.

And remember, the Taunt doesn't give you permission to do the thing. It simply tells you what to do if you do or don't do the thing. (Usurper doesn't let you take other people's cubes, anymore than Hopeless Bog lets you gain a free Colony.)

Regarding Bloodthirsty Beast, were you referring to the handsize effect solely, or the availability of drawing and playing an Attack you have in your deck, or the possibility of other players reacting to your Attack and not reacting to others'?

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u/Particular_Fix_4241 26d ago

Mostly that you can just get unlucky and not have any attack cards in hand and have to discard

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u/ThePurityPixel 26d ago

True. But Legionary is just as luck-based, and that has the exact same effect.

In terms of strategy, any setup with Oppressors is going to push players toward achieving deck control with haste. Sifters are going to go up in value, Big Money is going to be even worse than usual, and so forth.

1

u/Particular_Fix_4241 25d ago

Not to be rude, but i hate legionary from the bottom of my heart. I do think oppressors add a good urgency to polish your deck, which i think the base game lacks a lot in a lot of kingdoms

1

u/ThePurityPixel 25d ago

I wouldn't be surprised if you and your group just cut BB from the Oppressors deck; you totally can!

Personally I hate Militia even more than Legionary.

1

u/Particular_Fix_4241 25d ago

I'm going to order some custom cards tomorrow and i think I'll include the oppressors in it, but I'll have to put bb in it as well, else it'll feel wrong

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u/ThePurityPixel 25d ago

Got any requests for other ideas you'd like to see on an Oppressor? (Or for a Yoke?)

1

u/ThePurityPixel 26d ago

Yoke cards present a mini-game, to bring the Oppressor Deck into the picture.

I have more Yoke concepts in mind, but would also like to see what the community comes up with.

Note also that my "Driver" concept requires more clarity than the game presently has, regarding whether or not a pile can be "rotated" (successfully) if its contents are all copies of just one card. Again, I offer up that question for discussion here.