Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: McGarnacle on February 27, 2017, 09:20:14 am
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Storm clouds are gathering on the horizon, and not the good kind of storm clouds. There was an age of prosperity and there was a really lousy age of poverty. But this is an age of conquest. You’re tired of just living in peace and prosperity while your armies rust and your weapons get bored, it’s time to flex you’re muscles. The kingdoms around you are gathering for war, and you want to beat them to it. It’s a dog-eat-dog world, after all. Except that the dogs don’t eat other dogs, they eat people, and people don’t eat dogs, they eat their enemies. It’s still a good expression, though.
This is an unofficial addition to the game of Dominion. The central theme is cards that do something when they are trashed, as well as attack cards and cards which care about cards in your hand.
This is a fan expansion I've been working on for some time now. It is supposed to function almost as a sequel to Dark Ages, so uses Ruins and similar themes. I will post a few cards at a time, and any suggestions would be greatly appreciated. Here are the first 5:
Strategist - Action $5
+3 Cards
Put any number of cards from your hand on top of your deck, and then + $1 per card you put back.
Countess - Action $3
Choose one; Trash a card from your hand and gain a card costing up to $1 more than the trashed card, or + $2 and put a card from your hand on top of your deck.
Barbarian - Action - Attack - Looter $5
+ $2
Each other player reveals the top card of their deck. If it is a Victory card, they gain a Ruins, otherwise, they gain a Curse. Discard the revealed cards.
Weaponsmith - Action $5
+1 Card
+1 Action
+ $1
Gain an equipment from the Equipment pile.
Equipment - Action - Attack $0*
+1 Card
+1 Action
+ $1
Each other player discards down to 4 cards.
Return this to the Equipment Pile.
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(This is not in the supply)
Crypt - Action $4
+1 Card
+2 Actions
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When you trash this, gain a card costing up to $5.
Arsenal - Action $5
Gain an card costing up to $4.
You may play an equipment from your hand twice.
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When you gain this, gain 2 Equipment from the Equipment pile.
Coat of Arms - Treasure - Victory $3
Gain a Silver, putting it into your hand.
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1VP
Wages - Treasure $3
$1
Choose one; Gain an Equipment, or reveal an Equipment from your hand for + $3.
Paladin - Action - Attack $5
+ $2
Choose one; each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $5, and discards the rest, or gain a Paladin.
Archer - Action - Attack $4
+2 Cards
Discard 2 Cards
Each other player reveals the top 3 cards of their deck, trashes one of costing from $4 to $5, and discards the rest.
Army - Action - $6 (Split pile with Bastion)
+4 Cards
Put a treasure card from your hand on top of your deck.
Gain a Duchy.
Bastion - Victory - $6
Worth 1vp per Bastion and Army you have.
Deserted Village - Action $2
+2 Actions
Choose one; gain a Ruins, or reveal a Ruins from your hand for +2 Cards.
Metallurgist - Action $5
Play any number of Treasure cards from your hand. Pay all of your $. Trash them and gain a treasure worth $1 per $ you have in play, putting it into your hand.
Audience Hall - Action $3
+1 Card
+1 Action
Discard a card.
Gain a Gold or an Duchy.
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When you trash this, gain a Gold or an Duchy
Architect - Action $5
+ $2
Trash a card from your hand. Gain 2 differently named Victory cards costing up to $2 more than it.
Citadel - Action $5
+1 Card
+3 Actions
While this is in play, when you trash a card, +$1.
Cavalry - Action $4
+4 Cards
Discard 2 cards, +1 Buy per Treasure discarded.
Falconer - Action $5
Trash a card from your hand and then reveal your hand. Gain a card costing up to $5 that is not a copy of a card in your hand or in play.
Guards - Action - Reaction $2
+ $2
+1 Buy
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When another player plays an attack card, you may reveal this from your hand. If you do, trash this and gain a copy of the attack card.
Commander - Action - $5
+1 Buy
+ $3
Reveal your hand. - $1 per Commander you reveal.
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When you gain this, gain a copy of it.
Will had links to all the cards later.
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Reserved just in case
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Strategist probably needs to cost 7.
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Strategist probably needs to cost 7.
Maybe with only +3 Cards?
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Barbarian is a terminal Gold that gives at least a Ruin and usually a Curse.
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Barbarian is a terminal Gold that gives at least a Ruin and usually a Curse.
Yes. Is that bad? Doesn't seem as good as Legionary.
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Barbarian is a terminal Gold that gives at least a Ruin and usually a Curse.
Yes. Is that bad? Doesn't seem as good as Legionary.
It seems way better than Legionary, because the attack with Legionary takes a while to set up, and Legionary and Gold don't work together, because if you have a Legionary you're less likely to need a Gold.
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Strategist probably needs to cost 7.
Maybe with only +3 Cards?
I think ThetaSigma12's opinion is worth listening. It is a Smithy, Vault, and Courtyard variant. You can earn $7 without Militia. Worrying deck cycling? Don't. You can have another Strategist. Or trash junks with Chapel if possible. Strategist has to have some demerit like Vault and Embassy.
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Barbarian is a terminal Gold that gives at least a Ruin and usually a Curse.
Yes. Is that bad? Doesn't seem as good as Legionary.
It seems way better than Legionary, because the attack with Legionary takes a while to set up, and Legionary and Gold don't work together, because if you have a Legionary you're less likely to need a Gold.
Hmm. Good point. Maybe only +$2? Or is that then too weak?
Also any suggestions on the flavor text would be awesome.
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Barbarian is a terminal Gold that gives at least a Ruin and usually a Curse.
Yes. Is that bad? Doesn't seem as good as Legionary.
It seems way better than Legionary, because the attack with Legionary takes a while to set up, and Legionary and Gold don't work together, because if you have a Legionary you're less likely to need a Gold.
Hmm. Good point. Maybe only +$2? Or is that then too weak?
Also any suggestions on the flavor text would be awesome.
I think at $2 it wouldn't be quite as good as Mountebank. +$2 and +1 Buy might be balanced, but that seems sort of wonky.
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Barbarian is a terminal Gold that gives at least a Ruin and usually a Curse.
Yes. Is that bad? Doesn't seem as good as Legionary.
It seems way better than Legionary, because the attack with Legionary takes a while to set up, and Legionary and Gold don't work together, because if you have a Legionary you're less likely to need a Gold.
Hmm. Good point. Maybe only +$2? Or is that then too weak?
Also any suggestions on the flavor text would be awesome.
I think at $2 it wouldn't be quite as good as Mountebank. +$2 and +1 Buy might be balanced, but that seems sort of wonky.
I'll playtest it with only +$2, and see how that works.
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Edited the OP, and added 5 new cards.
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Strategist - Action $5
+3 Cards
Put any number of cards from your hand on top of your deck, and then + $1 per card you put back.
This is very similar to, and also a bit stronger than, LFN's Harbor (http://i.imgur.com/FcwJsXt.png).
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Strategist - Action $5
+3 Cards
Put any number of cards from your hand on top of your deck, and then + $1 per card you put back.
This is very similar to, and also a bit stronger than, LFN's Harbor (http://i.imgur.com/FcwJsXt.png).
Wow, were does everyone get this amazing art for their cards?
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In general, you have a good sense of balance, so I'm mostly going to comment on the "fun" factor rather than the power level of the cards.
Archer - This is the one card that seems broken. Killing $4s and $5s encourages you to play with $3s and $6s, which might mean that you're just playing big money.
I also don't think it would be very fun to have my Archer killed by your Archer (and this goes for Paladin too). If we're both going for the same card, it feels very unfair that you win big and I end up back where I started. I think this is why Knights need to kill each other.
Crypt - The on-trash ability seems weak in comparison to Advance, so I think you could afford to buff it. Why not let it gain non-Action cards? The combo potential could be fun.
Barbarian - A junker that hands out both ruins and curses, seems cool. I think it's good that you can't hand out too many ruins, because it limits Barbarian's power and reduces the pile potential. But I don't understand the rationale for when it hands out curses vs ruins. Is it thematic?
I feel like Equipment is... not a very exciting take on the Spoils mechanic. As a cantrip, it has a minimal effect on your deck, except providing you with +$1. This makes Equipment easy to balance, but then why have it in the first place?
Strategist - I like this card, because it's so similar to Vault, and yet completely different. You can't follow the standard Vault-BM strategy, that's for sure. I think +3 cards might be a bit too powerful, but +2 cards too weak, so maybe you can come up with a different bonus.
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In general, you have a good sense of balance, so I'm mostly going to comment on the "fun" factor rather than the power level of the cards.
Archer - This is the one card that seems broken. Killing $4s and $5s encourages you to play with $3s and $6s, which might mean that you're just playing big money.
I also don't think it would be very fun to have my Archer killed by your Archer (and this goes for Paladin too). If we're both going for the same card, it feels very unfair that you win big and I end up back where I started. I think this is why Knights need to kill each other.
What if both had the "Knight" type added? This would mean with some added text, all 3 (Knights, Archers and Paladin) could kill each other
Crypt - The on-trash ability seems weak in comparison to Advance, so I think you could afford to buff it. Why not let it gain non-Action cards? The combo potential could be fun.
This was supposed to be any $5, not just actions. Fixed
Barbarian - A junker that hands out both ruins and curses, seems cool. I think it's good that you can't hand out too many ruins, because it limits Barbarian's power and reduces the pile potential. But I don't understand the rationale for when it hands out curses vs ruins. Is it thematic?
The theme is if it reveals land (VP) it ruins it.
I feel like Equipment is... not a very exciting take on the Spoils mechanic. As a cantrip, it has a minimal effect on your deck, except providing you with +$1. This makes Equipment easy to balance, but then why have it in the first place?
Good point, any suggestions?
Strategist - I like this card, because it's so similar to Vault, and yet completely different. You can't follow the standard Vault-BM strategy, that's for sure. I think +3 cards might be a bit too powerful, but +2 cards too weak, so maybe you can come up with a different bonus.
Thanks, Trivialknot!
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More cards! Added to OP.
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Army - Action - $6 (Split pile with Bastion)
+4 Cards
Put a treasure card from your hand on top of your deck.
Gain a Duchy.
Bastion - Victory - $6
Worth 1vp per Bastion and Army you have.
Which one is on top?
Deserted Village - Action $2
+2 Actions
Choose one; gain a Ruins, or reveal a Ruins from your hand for +2 Cards.
I think this should have the Looter type but I'm not sure.
Metallurgist - Action $5
Play any number of Treasure cards from your hand. Pay all of your $. Trash them and gain a treasure worth $1 per $ you have in play, putting it into your hand.
Just to make sure you want this to work like Storyteller. You do, right?
Audience Hall - Action $3
+1 Card
+1 Action
Discard a card.
Gain a Gold or an Duchy.
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When you trash this, gain a Gold or an Duchy
Seems pretty strong. A card that just let you gain a Gold would probably cost $3, but this gives you more options, an on trash benefit and an on play ability that seems like it's supposed to be a drawback but isn't.
Architect - Action $5
+ $2
Trash a card from your hand. Gain 2 differently named Victory cards costing up to $2 more than it.
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Army - Action - $6 (Split pile with Bastion)
+4 Cards
Put a treasure card from your hand on top of your deck.
Gain a Duchy.
Bastion - Victory - $6
Worth 1vp per Bastion and Army you have.
Which one is on top?
Deserted Village - Action $2
+2 Actions
Choose one; gain a Ruins, or reveal a Ruins from your hand for +2 Cards.
I think this should have the Looter type but I'm not sure.
Metallurgist - Action $5
Play any number of Treasure cards from your hand. Pay all of your $. Trash them and gain a treasure worth $1 per $ you have in play, putting it into your hand.
Just to make sure you want this to work like Storyteller. You do, right?
Audience Hall - Action $3
+1 Card
+1 Action
Discard a card.
Gain a Gold or an Duchy.
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When you trash this, gain a Gold or an Duchy
Seems pretty strong. A card that just let you gain a Gold would probably cost $3, but this gives you more options, an on trash benefit and an on play ability that seems like it's supposed to be a drawback but isn't.
Architect - Action $5
+ $2
Trash a card from your hand. Gain 2 differently named Victory cards costing up to $2 more than it.
1. Army is on top.
2.Yes, it needs the Looter type. Thanks!
3.Yes, just like Storyteller
4.Hmmm, maybe just drop the +1 Card on Audience Hall? I want it to be non-terminal.
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Any more thoughts?
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Metallurgist - Action $5
Play any number of Treasure cards from your hand. Pay all of your $. Trash them and gain a treasure worth (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) you have in play, putting it into your hand.
Needs some kind of wording update. You don't ever have (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) "in play". And if you mean "(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) you have", well you don't have any, you just paid it all. Also, not clear if you meant to say "costing" instead of "worth"... do you need to only play 3 Coppers to get a Gold, or 6? If you mean 3, then that's a problem, because treasures aren't "worth" anything in Dominion, they simply produce a certain amount when played; sometimes that amount is variable or undetermined until you follow the on-play instructions. For now, assuming that you mean "costing", to copy Storyteller's wording:
Play any number of Treasure cards from your hand. Pay all of your (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png). Gain a treasure costing (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) paid, putting it into your hand. Trash all Treasures you have in play.
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treasures aren't "worth" anything in Dominion
(http://wiki.dominionstrategy.com/images/7/78/Bank.jpg)
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treasures aren't "worth" anything in Dominion
(http://wiki.dominionstrategy.com/images/7/78/Bank.jpg)
Amending my statement to say Treasures aren't worth anything until they are played.
*Edit* The terrible wording that is technically accurate to achieve the desired result:
Gain a treasure and play it. If the amount of money you have is not exactly doubled by this, return the treasure to the supply, lose the (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) you gained from that treasure, and repeat this process with a differently named treasure.
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Any plans to change the name since it's an event?
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Any plans to change the name since it's an event?
Never thought of that. I'm open for suggestions!
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Strategist - Action $5
+3 Cards
Put any number of cards from your hand on top of your deck, and then + $1 per card you put back.
Like LFN's Harbor as Weety4 said. I wonder how it would do as an Event with +1 Buy? It would probably cost (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
Countess - Action $3
Choose one; Trash a card from your hand and gain a card costing up to $1 more than the trashed card, or + $2 and put a card from your hand on top of your deck.
Yet another vanilla card I'm jaded towards. 2 Uninteresting and unsynergetic options.
Barbarian - Action - Attack - Looter $5
+ $2
Each other player reveals the top card of their deck. If it is a Victory card, they gain a Ruins, otherwise, they gain a Curse. Discard the revealed cards.
Meh. Possibly too much junk.
Weaponsmith - Action $5
+1 Card
+1 Action
+ $1
Gain an equipment from the Equipment pile.
Equipment - Action - Attack $0*
+1 Card
+1 Action
+ $1
Each other player discards down to 4 cards.
Return this to the Equipment Pile.
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(This is not in the supply)
Weaponsmith is possibly too good a Peddler with a free one shot peddler attack thing.
Crypt - Action $4
+1 Card
+2 Actions
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When you trash this, gain a card costing up to $5.
The top is too much like fortress and the bottom too much like catacombs.
Arsenal - Action $5
Gain a card costing up to $4.
You may play an equipment from your hand twice.
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When you gain this, gain 2 Equipment from the Equipment pile.
Maybe if it was gain an Equipment instead of a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
Coat of Arms - Treasure - Victory $3
Gain a Silver, putting it into your hand.
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1VP
Should cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) at least, and I don't like the strategy it encourages.
Wages - Treasure $3
$1
Choose one; Gain an Equipment, or reveal an Equipment from your hand for + $3.
Good, though probably should cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
Paladin - Action - Attack $5
+ $2
Choose one; each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $5, and discards the rest, or gain a Paladin.
Meh. Do we need more knights?
Archer - Action - Attack $4
+2 Cards
Discard 2 Cards
Each other player reveals the top 3 cards of their deck, trashes one of costing from $4 to $5, and discards the rest.
This is kinda interesting, an Attack that trashes (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) and (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). I get you thinking that there could be some cool things to do with Trashing like if it's an Odd number it's trashed. Maybe sucks with Platinum, but so does Bandit.
Army - Action - $6 (Split pile with Bastion)
+4 Cards
Put a treasure card from your hand on top of your deck.
Gain a Duchy.
I guess. Maybe the rest later.
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So it seems Equipment needs to be changed. Any suggestions on a new version?
@Theta- Good points about Countess, Arsenal and the Treasures. As for Crypt, I think it is almost more like Border Village. It is quite simple, but actually pretty interesting, if a bit weak. With trashing, gaining key $5's or late game Duchies is easier. With Altar, you can gain 2 Duchies for a late game comeback.
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This time for real, more cards added to the OP!
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Again, thanks to everyone who has commented and to Violet CLM and his/her amazing card generator!
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Guards - Action - Reaction $2
+ $2
+1 Buy
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When another player plays an attack card, you may reveal this from your hand. If you do, trash this and gain a copy of the attack card.
Quite a neat reaction effect, though at present it's a strictly better Woodcutter for less. You may not need the 'reveal this' part and just say '...an Attack card, you may trash this and...'
And another thought, regarding Warrior and Soldier; Disciple can't gain copies of them so could this? Disciple's wording doesn't specify supply cards only but the rules do, so I would assume the same of this.
Commander - Action - $3
+1 Buy
+ $3
Reveal your hand. - $1 per Commander you reveal.
So each player would only buy one of these, and an attack like Ambassador or Jester would be the only way to make the negative mean anything. Quite cool when these cards are there, but even then unreliable, and in games without them this is one very strong buy for 3, especially as an opener. It should be 5 I guess.
Or could you gain two Commanders with one buy, like Port?
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Thanks Aquila! I will have to change Guards a bit. As for Commander, I like the you need to buy 2 at a time bit.
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Any other thoughts?
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I kinda like how Weaponsmith gives part of its bonus by putting it on another card. One could argue that the concept is already on Spoils, but those two being cantrips makes it seem rather different already.
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Cavalry - Action $4
+4 Cards
Discard 2 cards, +1 Buy per Treasure discarded.
Falconer - Action $5
Trash a card from your hand and then reveal your hand. Gain a card costing up to $5 that is not a copy of a card in your hand or in play.
First impressions are these look balanced, though it wouldn't be surprising if playtesting proved otherwise. Cavalry may or may not be 5 when compared to Embassy. Falconer looks quite interesting as is, very similar to Altar but should play differently enough.
Commander - Action - $5
+1 Buy
+ $3
Reveal your hand. - $1 per Commander you reveal.
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When you gain this, gain a copy of it.
Small change, the gaining a copy needs to be on-buy so you don't get the whole pile at once.
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Strategist combos well with Tactician. Jack Rudd likes this.