Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: King Leon on May 18, 2016, 07:28:27 pm
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Hi there, I started my first full fan expansion set, Dominion Progression. I am looking forward to your feedback. This set includes a new Treasure card and adds a lot of new ideas for existing mechanics. But wait and see.
The first cards have already been finished. Your Thoughts?
Ore
Treasure - Reserve - $4
When you play this, put this on your Tavern mat.
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At the start of your buy phase (not in the same buy phase you played this), you may call this, for +$2.
Ore is no Kingdom card. When there is at least 1 card with the subtype "Mining" (Mining Village does not count!) in the Kingdom, this is added as an additional Base Supply pile like Potion. There are 24 Ores in the game.
Prospector
Action - Mining - $4*
+1 Action
Choose one:
+$1 +1 Action;
or +2 Cards and put 1 card from your hand on top of your deck.
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During your buy phase, this card costs $1 less for each Ore on your Tavern mat, but never less than $0.
Demolition
Action - Mining $2
Trash this and another card from your hand. If you do: Gain 1 Ore and put in on your Tavern mat.
Melting Shop
Action - Mining - $3
+1 Buy
During this turn, when you call an Ore from your Tavern mat, you first get +$1.
Digger Camp
Action - $4
+2 Actions
Reveal the top 2 cards of your deck. Put the revealed Treasure cards into your hand. Put the other cards back on top in any order.
Double-card pile (5 Monks and 5 Sanctuaries)
Monk
Action - $3
+1 Action
You may trash a card from your hand. If it is a Treasury card: +$2
Sanctuary
Action - Victory - Reaction - $4
+1 Card
+1 Action
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2 VP
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When one of your Treasure cards is trashed, you may reveal this from your hand. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.
Stock Certificate
Victory - Mining - $7
4 VP
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During your buy phase, this card costs $1 less for each Ore on your Tavern mat, but never less than $0.
Mortgage
Reaction - <8>
When you draw this, you may reveal it. If you do: exchange it for a card costing up to 6. Put that card into your hand.
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So can you buy Ore?
Is it like Potion or Spoils? This wasn't 100% clear to me.
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So can you buy Ore?
Is it like Potion or Spoils? This wasn't 100% clear to me.
You can buy or gain it like Potions.
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So can you buy Ore?
Is it like Potion or Spoils? This wasn't 100% clear to me.
You can buy or gain it like Potions.
Then I like it.
You'll probably use Prospector for the first option more, but choice is always nice.
Demolition can be sort of like Embargo but it lets you trash and have the Ore in your deck instead of Embargo tokens. Seems okay, maybe should cost $2?
Melting Shop is simple but possibly underpowered. If you call two Ore, you have a net gain of $2. So it's a Woodcutter that takes Ore from your tavern mat?
Digger Camp encourages treasure payload which is something new. It seems pretty balanced when compared to Wandering Minstrel (no sifting but you can draw 2 cards). Even if it's a bit weaker, it's still better than Farming Village.
With Sanctuary, if you put a Silver on your tavern mat, can you call it? If so, when?
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Demolition can be sort of like Embargo but it lets you trash and have the Ore in your deck instead of Embargo tokens. Seems okay, maybe should cost $2?
Trashing an early Copper is a huge advantage. But Chapel also costs $2, so yes, $2 would be good. I already changed it.
Melting Shop is simple but possibly underpowered. If you call two Ore, you have a net gain of $2. So it's a Woodcutter that takes Ore from your tavern mat?
Yes, it is a Woodcutter variant. It is very hard to balance this. +$4 per Ore is too much. Even adding $1 seems to be too strong. I like it like it currently is.
Edit: Did a slight adjustment. Melting Shop can be stacked now.
With Sanctuary, if you put a Silver on your tavern mat, can you call it? If so, when?
You can never call the Silver at the moment. But there is a nice interaction with Miser (when trashing Copper) and you can Remodel an Ore to a Gold without losing it and you can even play the Ore (or use it for the other cards which interact with Ore) without waiting one turn.
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This card is no Kingdom card
Best phrasing ever.
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This card is no Kingdom card
Best phrasing ever.
The phrasing "This is not in the supply" would be wrong. Copper is also no Kingdom card, but it IS in the supply.
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Ore
Treasure - Reserve - $4
When you play this, put this on your Tavern mat.
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At the start of your buy phase, you may call this, for +$2.
This card is no Kingdom card. There are 24 Ores in the game.
So it's a new base Treasure, a la Potion. Unfortunately, there's really no indication when they're supposed to be used, and most of the cards in this expansion are severely underpowered/completely useless in the absence of Ores, so I suggest adding a new card type, such as "oredigger," that simply adds ore to the supply when present, similar to Looters and Ruins. Other than that, I like it. (We could also just be supposed to use it when any kingdom cards from Progression are used.)
Prospector
Action - $4*
+1 Action
Choose one:
+$1 +1 Action;
or +2 Cards and put 1 card from your hand on top of your deck.
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During your buy phase, this card costs $1 less for each Ore on your Tavern mat, but never less than $0.
I think that the first option will be chosen very rarely (Lab variant or Squire?), but other than that, it's good.
Demolition
Action - $3 $2
Trash this and another card from your hand. If you do: Gain 1 Ore and put in on your Tavern mat.
I don't really have anything to say about this one.
Melting Shop
Action - $3
+1 Buy
You may call any number of Ore from your Tavern mat for +$3 each.
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During this turn, when you call an Ore from your Tavern mat, you first get +$1.
That horizontal line isn't really needed.
Digger Camp
Action - $4
+2 Actions
Reveal the top 2 cards of your deck. Put the revealed Treasure cards into your hand. Put the other cards back on top in any order.
Interesting. Possibly too weak, though (Treasures are generally the rarest cards in people's decks, assuming all playgroups are like mine).
Double-card pile (5 Monks and 5 Sanctuaries)
Monk
Action - $4
+$2
+1 Action
You may trash a Treasure card from your hand.
Sanctuary
Action/Victory/Reaction - $4
+1 Card
+1 Action
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2 VP
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When one of your Treasure cards is trashed, you may reveal this. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.
All sorted piles are sorted in order of increasing cost, but these two cards cost the same. How are we supposed to know which card to put on top? I suggest increasing the cost of Sanctuary to $5. It's probably strong enough to justify that cost, anyway. Also, it doesn't say where you may reveal it from. It should say "you may reveal this from your hand," not "you may reveal this."
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Double-card pile (5 Monks and 5 Sanctuaries)
Monk
Action - $4
+$2
+1 Action
You may trash a Treasure card from your hand.
Sanctuary
Action/Victory/Reaction - $4
+1 Card
+1 Action
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2 VP
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When one of your Treasure cards is trashed, you may reveal this. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.
So the problem with Monk is one that Donald X has talked about: you can't have a card that's Silver with a bonus for less than $5. That covers treasures but also non-terminal actions. It becomes too automatic of a buy over Silver. Donald X has had essays on this that I won't find right now because I'm posting on a phone, but they're probably easy enough to find. I might suggest lowering it to giving $1, or making it terminal. Also I think making the trashing mandatory would be good; Monk just seems too strong in general.
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Double-card pile (5 Monks and 5 Sanctuaries)
Monk
Action - $4
+$2
+1 Action
You may trash a Treasure card from your hand.
Sanctuary
Action/Victory/Reaction - $4
+1 Card
+1 Action
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2 VP
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When one of your Treasure cards is trashed, you may reveal this. If you do, you may put that Treasure card on your Tavern mat or the top of your deck instead.
So the problem with Monk is one that Donald X has talked about: you can't have a card that's Silver with a bonus for less than $5. That covers treasures but also non-terminal actions. It becomes too automatic of a buy over Silver. Donald X has had essays on this that I won't find right now because I'm posting on a phone, but they're probably easy enough to find. I might suggest lowering it to giving $1, or making it terminal. Also I think making the trashing mandatory would be good; Monk just seems too strong in general.
I fixed Monk (it is now a Forager variant) and Sanctuary, also added another card: Mortgage.
Edit: Changed Monk again, trying it to balance against Forager, Loan, Moneylender and Counterfeit.