Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: Minotaur on March 22, 2020, 06:20:25 pm

Title: Actually Passable Card Ideas
Post by: Minotaur on March 22, 2020, 06:20:25 pm
Anything that's too good for RBCI goes here.  Bonus points if you already posted it in RBCI previously.

Audience
Way

(Once per turn) You may play an Action card from your hand twice.

I'm sure I have more.  I love whimsical concepts and workable mechanics, but this one was extremely straightlaced, aside from breaking a naming convention.

Not sure this one really adds enough to be worth including, but whatever:

Way of the Dove
Way

If this is an Attack, +1 VP.
Otherwise:
 +1 Card
 +1 Action

Play-as-cantrip ability alone makes it quite usable without Attacks on the board.
Title: Re: Actually Passable Card Ideas
Post by: scolapasta on March 22, 2020, 06:54:04 pm
Anything that's too good for RBCI goes here.  Bonus points if you already posted it in RBCI previously.

Audience
Way

(Once per turn) You may play an Action card from your hand twice.

I'm sure I have more.  I love whimsical concepts and workable mechanics, but this one was extremely straightlaced, aside from breaking a naming convention.

What about "Way of the Cheetah"?
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 22, 2020, 07:16:13 pm
Anything that's too good for RBCI goes here.  Bonus points if you already posted it in RBCI previously.

Audience
Way

(Once per turn) You may play an Action card from your hand twice.

I'm sure I have more.  I love whimsical concepts and workable mechanics, but this one was extremely straightlaced, aside from breaking a naming convention.

What about "Way of the Cheetah"?

I just like the way it's named now.  I don't believe in "Way of the [animal]" as a hard rule.  It's also very descriptive and easy to remember what it does.
Title: Re: Actually Passable Card Ideas
Post by: [TP] Inferno on March 22, 2020, 07:37:03 pm
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Here's one that, with the help of Minotaur and my general stupidity when it comes to card designing, ended up kinda nice, if I do say so myself. An overpay Band of Misfits!
Title: Re: Actually Passable Card Ideas
Post by: scolapasta on March 22, 2020, 07:38:17 pm
Anything that's too good for RBCI goes here.  Bonus points if you already posted it in RBCI previously.

Audience
Way

(Once per turn) You may play an Action card from your hand twice.

I'm sure I have more.  I love whimsical concepts and workable mechanics, but this one was extremely straightlaced, aside from breaking a naming convention.

What about "Way of the Cheetah"?

I just like the way it's named now.  I don't believe in "Way of the [animal]" as a hard rule.  It's also very descriptive and easy to remember what it does.

Fair enough. Though I did think of an even better animal. Cheetah was because of their speed, but better yet:
Way of the Lion (being King of the Jungle)
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 22, 2020, 07:45:00 pm
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Here's one that, with the help of Minotaur and my general stupidity when it comes to card designing, ended up kinda nice, if I do say so myself. An overpay Band of Misfits!

Seems kind of weak, but maybe there are finesse plays where you will know what you want next turn.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 22, 2020, 07:46:33 pm
Fair enough. Though I did think of an even better animal. Cheetah was because of their speed, but better yet:
Way of the Lion (being King of the Jungle)

If the naming convention were enforced, I'd pick that.
Title: Re: Actually Passable Card Ideas
Post by: mail-mi on March 22, 2020, 08:51:57 pm
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Here's one that, with the help of Minotaur and my general stupidity when it comes to card designing, ended up kinda nice, if I do say so myself. An overpay Band of Misfits!

Why is it a duration?
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 22, 2020, 10:18:32 pm
Why is it a duration?

I'm assuming the on-buy causes it to stay in play "until it stops doing something" like a Duration card, but it's not quite worded clearly.
Title: Re: Actually Passable Card Ideas
Post by: Barbarossa41 on March 22, 2020, 10:59:27 pm
Anything that's too good for RBCI goes here.  Bonus points if you already posted it in RBCI previously.

Audience
Way

(Once per turn) You may play an Action card from your hand twice.

I'm sure I have more.  I love whimsical concepts and workable mechanics, but this one was extremely straightlaced, aside from breaking a naming convention.

What about "Way of the Cheetah"?

I just like the way it's named now.  I don't believe in "Way of the [animal]" as a hard rule.  It's also very descriptive and easy to remember what it does.

Fair enough. Though I did think of an even better animal. Cheetah was because of their speed, but better yet:
Way of the Lion (being King of the Jungle)
LOL! The f.ds extension picked up on Fair !
Title: Re: Actually Passable Card Ideas
Post by: [TP] Inferno on March 23, 2020, 12:47:05 am
Why is it a duration?

I'm assuming the on-buy causes it to stay in play "until it stops doing something" like a Duration card, but it's not quite worded clearly.
Yeah, that was my thought process. Although I see now that it doesn't actually need to be, like Horse Traders.
Title: Re: Actually Passable Card Ideas
Post by: hhelibebcnofnena on March 23, 2020, 08:30:34 am
LOL! The f.ds extension picked up on Fair !

I've also seen that with Haven't. (it interprets the apostrophe as an end-of-word marker, I think)
Title: Re: Actually Passable Card Ideas
Post by: Doom_Shark on March 23, 2020, 08:49:18 am
LOL! The f.ds extension picked up on Fair !

I've also seen that with Haven't. (it interprets the apostrophe as an end-of-word marker, I think)

Which makes sense, as we tend to use possessives when talking about cards, such as Young Witch's bane.
Title: Re: Actually Passable Card Ideas
Post by: GendoIkari on March 23, 2020, 10:14:32 am
LOL! The f.ds extension picked up on Fair !

I've also seen that with Haven't. (it interprets the apostrophe as an end-of-word marker, I think)

I fixed the Haven't issue a few versions ago. Sadly I had to do it by manually looking for "Haven't" and ignoring it; because we DO want apostrophes to count as end-of-word normally.

There were versions that didn't care about capitalization, or even having an end-of-word at all, but that led to way too many false positives.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 25, 2020, 07:40:09 pm
Ok, I have too many to go through, but I found this one.  (The "start of cleanup phase" clause was a change to prevent infinite combos with tokens or whatever):

Split pile, 5/5.

Town Drunk
Action-Reserve
Cost: $3

Place this on your Tavern mat.
-------------
You may Call this during your turn for +$2.


Bartender
Action
Cost: $5

+1 Card
+1 Action
At the start of your cleanup phase, you may put a Reserve card in play onto your Tavern mat.
Title: Re: Actually Passable Card Ideas
Post by: LostPhoenix on March 25, 2020, 10:44:50 pm
Here's one I posted in RBCI that became an actual card:

Professor Oak - Action - $5

Discard your hand.
+7 Cards

Title: Re: Actually Passable Card Ideas
Post by: [TP] Inferno on March 25, 2020, 11:42:20 pm
Here's one I posted in RBCI that became an actual card:

Professor Oak - Action - $5

Discard your hand.
+7 Cards

Huh. You predicted Scholar. Nice.
Title: Re: Actually Passable Card Ideas
Post by: crj on March 26, 2020, 10:23:07 am
Printing Press - Action
Draw as many cards as you can
Discard 10 cards

(Not sure how much that ought to cost, nor whether 10 is the right number, but the concept seems sound.)
Title: Re: Actually Passable Card Ideas
Post by: Barbarossa41 on March 26, 2020, 10:56:08 pm
Homeopath
Action-Attack ($6)


+$3


Each other player gains 2 coppers onto their deck

Title: Re: Actually Passable Card Ideas
Post by: Awaclus on March 27, 2020, 12:22:35 am
Here's an actually passable card idea:

Mask - $2
Action
You may pass this to the player on your left.
Title: Re: Actually Passable Card Ideas
Post by: Doom_Shark on March 27, 2020, 12:26:24 am
Here's an actually passable card idea:

Mask - $2
Action
You may pass this to the player on your left.

Funny
Title: Re: Actually Passable Card Ideas
Post by: pubby on March 27, 2020, 12:43:15 am
Homeopath
Action-Attack ($6)


+$3


Each other player gains 2 coppers onto their deck
Play 3 per turn and your opponent can't do anything. And coppers run out so much slower than curses.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 27, 2020, 11:14:00 am
I feel like this is turning into another RBCI now.  As I type this, I'm super tempted to post Stonks here, even though it's a bit too silly for APCI.  I mean, it would be a playable and somewhat interesting card, but I also don't think it adds enough to the game to justify its existence in real life, either.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 27, 2020, 11:18:08 am
I had a modern-themed satirical Dominion set a while ago called DimOnion:  Modern Times.  My favorite is Google, which would need an appropriate re-theme to be a vanilla Dominion card.  But here it is:

Google
Action
Cost: $4

Reveal a card from your hand.  Name a cheaper card.  Reveal cards from your deck until you find a copy of the cheaper card.  Put it in your hand and discard the others.


Bonus:
Kids These Days
Action
Cost: $2

+1 Card
+1 Action
Each player may trash a card from their hand to gain a cheaper card into their hand.
Title: Re: Actually Passable Card Ideas
Post by: Barbarossa41 on March 29, 2020, 05:46:48 pm
Homeopath
Action-Attack ($6)


+$3


Each other player gains 2 coppers onto their deck
Play 3 per turn and your opponent can't do anything. And coppers run out so much slower than curses.
I wouldn't call a guaranteed 5$/turn "not doing anything"
Title: Re: Actually Passable Card Ideas
Post by: hhelibebcnofnena on March 29, 2020, 09:11:15 pm
Homeopath
Action-Attack ($6)


+$3


Each other player gains 2 coppers onto their deck
Play 3 per turn and your opponent can't do anything. And coppers run out so much slower than curses.
I wouldn't call a guaranteed 5$/turn "not doing anything"

No, but if you can consistently play 3 a turn, then you are guaranteeing that you can get at least (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) a turn (Province every time) and that they can get no more than (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) a turn (Duchy every time). You can double their (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), and they have no control over it. You might as well replace them with a bot that buys a Duchy every turn, because that's their only (slim) hope at winning. They have no control, and in that sense they can do nothing.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 30, 2020, 03:51:36 pm
I actually am curious how you play this.  It's actually sort of a finesse card and do you buy one for $3 on first shuffle?  I don't know!  On the surface it's sort of like Stockpile, but the differences are actually quite huge after thinking about it for a minute.  If you cycle them, then they end up just being a Silver that eventually vanishes.  Which might be good!

Black Lotus
Treasure
Cost: $1

+1 Buy
+$3
Trash this card
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 30, 2020, 04:46:52 pm
Liquidate
Event
Cost: $5

Trash your hand.  +1 Coffer per card.
Title: Re: Actually Passable Card Ideas
Post by: spineflu on March 31, 2020, 06:00:15 pm
Way of the Slime
Return this and a card with the same name from your hand to the Supply. Gain a card costing double this cards cost in $.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 31, 2020, 06:11:46 pm
Way of the Slime
Return this and a card with the same name from your hand to the Supply. Gain a card costing double this cards cost in $.

You may... If you did...
Title: Re: Actually Passable Card Ideas
Post by: D782802859 on March 31, 2020, 07:23:09 pm
I actually am curious how you play this.  It's actually sort of a finesse card and do you buy one for $3 on first shuffle?  I don't know!  On the surface it's sort of like Stockpile, but the differences are actually quite huge after thinking about it for a minute.  If you cycle them, then they end up just being a Silver that eventually vanishes.  Which might be good!

Black Lotus
Treasure
Cost: $1

+1 Buy
+$3
Trash this card
The concern here is that it's basically a slightly worse Stockpile.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on March 31, 2020, 07:32:28 pm
I actually am curious how you play this.  It's actually sort of a finesse card and do you buy one for $3 on first shuffle?  I don't know!  On the surface it's sort of like Stockpile, but the differences are actually quite huge after thinking about it for a minute.  If you cycle them, then they end up just being a Silver that eventually vanishes.  Which might be good!

Black Lotus
Treasure
Cost: $1

+1 Buy
+$3
Trash this card
The concern here is that it's basically a slightly worse Stockpile.

Maybe it's a Silver that eventually turns into a Gold the last time you play it.  Or it's a really cheap one-shot Stockpile.  Or something in between.  The main problem to me is that if you don't have an extra Buy already, it's mostly Case 1 and maybe you don't get chances to do other things with it.  And maybe you paid $3 for it.  But if Silver is bad, then maybe having it vanish is good for that reason alone.
Title: Re: Actually Passable Card Ideas
Post by: Holger on April 01, 2020, 08:14:14 am
Way of the Slime
Return this and a card with the same name from your hand to the Supply. Gain a card costing double this cards cost in $.

You may... If you did...

And make it "up to double this card's cost" - otherwise it can never be used on cards costing $5+.

Title: Re: Actually Passable Card Ideas
Post by: spineflu on April 01, 2020, 09:15:15 am
Way of the Slime
Return this and a card with the same name from your hand to the Supply. Gain a card costing double this cards cost in $.

You may... If you did...

And make it "up to double this card's cost" - otherwise it can never be used on cards costing $5+.

nope. strictly double. no odd valued gains.
Title: Re: Actually Passable Card Ideas
Post by: 461.weavile on April 02, 2020, 12:25:56 pm
Way of the Slime
Return this and a card with the same name from your hand to the Supply. Gain a card costing double this cards cost in $.

You may... If you did...

If I'm reading this correctly, all Ways naturally imply "You may" just by being a Way, so that wording isn't necessary. Also, why do Way of the Butterfly and Way of the Rat say "You may...?"
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on April 02, 2020, 12:36:30 pm
Way of the Slime
Return this and a card with the same name from your hand to the Supply. Gain a card costing double this cards cost in $.

You may... If you did...

If I'm reading this correctly, all Ways naturally imply "You may" just by being a Way, so that wording isn't necessary. Also, why do Way of the Butterfly and Way of the Rat say "You may...?"

Most cards that depend on having a card or type in hand are either optional, or ask you to prove you can't follow the instructions.  This isn't about it being a Way or not, this is after you make the choice to invoke Way of Slime:

You may return this and a card with the same name from your hand to the Supply. If you did, gain a card costing double this cards cost in $.

If it's not optional, then the other player doesn't know that you chose not to even though you could.  And I think returning the copy in play should be prevented if the other copy doesn't exist.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on April 06, 2020, 01:26:27 pm
You know what.  I can't help it.  I love the Stonks.

(https://cdn130.picsart.com/299047828045201.jpg?c256x256)
Stonks
Treasure
Cost: $7

+1 Buy
Roll a D8.  If you roll above your Stonks total, take a Stonks token.  Otherwise, lose a Stonks token.
+$1 per Stonks token
----------------
Setup:  Each player takes three Stonks tokens.
Title: Re: Actually Passable Card Ideas
Post by: crj on April 25, 2020, 01:11:54 pm
Not a fully-formed card idea, but a thought that just occurred to me:

Is there any reason a Reaction of the form "Directly after another player finishes playing an Attack card, you may..." wouldn't work, or would be a bad idea?
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on April 25, 2020, 02:11:37 pm
Not a fully-formed card idea, but a thought that just occurred to me:

Is there any reason a Reaction of the form "Directly after another player finishes playing an Attack card, you may..." wouldn't work, or would be a bad idea?

One time Donald said something to the effect that if "attack reflection" is too strong, then it effectively removes the Attack from the board.  And then the attack reflection removes itself from the board, since the attack is no longer viable.

This also depends on how good the cards are aside from the attack and reaction.  Sheepdog and Caravan Guard exist and sometimes/explicitly respond to attacks.
Title: Re: Actually Passable Card Ideas
Post by: sudgy on April 25, 2020, 02:13:35 pm
The reaction could be something like "trash a card from your hand", though, and that's not a reflection.
Title: Re: Actually Passable Card Ideas
Post by: Sauter on April 25, 2020, 02:19:54 pm
So this is my first card idea I'm posting. I wanted to put it in "really bad card ideas" for being off-theme. But I like what it actually does too much.

(https://i.imgur.com/ncJmg6W.png)

Quote
Quarantine - 4 Cost - Action/Attack/Duration

You may trash a card from your hand. Until your next turn, another player may not trash cards or gain cards from the trash. At the start of your next turn, +2 Coin.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on April 25, 2020, 02:24:50 pm
The reaction could be something like "trash a card from your hand", though, and that's not a reflection.

Yeah, I think Donald's argument is good to the extent that the reaction is strong and depends on the choices of other players.  Trashing one card when the attack is played would kind of erase Militia in the early game, and then erase itself, unless playing the action also trashed a card; it would fail very badly here if the reaction goes after resolving the entire attack, though.  This reaction really wants to reduce your handsize before you start discarding.

To counter Torturer, the same effect would have to wait until the Attack fully resolved to be strong.

You could call it Informant or something.  X-D
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on April 25, 2020, 04:50:35 pm
Thought of a card for this last weekly contest right after the results were posted:

Quote
Stallion
$7* - Action
+2 Cards.
+1 Action.
Gain a Horse.
-
In games using this at the start of your buy phase, you may reveal and discard the top three cards of your deck. Until the end of your turn, this costs $1 less for each treasure card revealed.
I'd like to make the bottom half less wordy. any ideas?

and a bonus blue dog
Quote
Junkyard Dog
$3 - Action
+2 Cards.
-
When you trash a card, you may play this from your hand.
Title: Re: Actually Passable Card Ideas
Post by: crj on April 26, 2020, 09:48:49 am
The reaction could be something like "trash a card from your hand", though, and that's not a reflection.

Oooh, yes. How about:

Deacon
$2 - Action Reaction

+1 Card
Trash a card from your hand
----
Directly after another player finishes playing an Attack card, you may play this from your hand.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on April 27, 2020, 03:43:19 pm
Dishonor
Way

Exile a Curse from the Supply and a card from your hand.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 02, 2020, 02:58:01 am
This one's a play on the "Advisor" theme, but I actually like it.  I added a card cost clause to it because I suspect it's more interesting and balanced on more boards with it than without.  For example, if it's only able to target $4 or $5 actions, this can be huge, but maybe there's a really awkward Explorer or Trading Post on the board.  Usually it would just hit another $3, but at least there aren't any boards where it's a $2 action or worse, Ruins.  Might even work with cost reduction on other boards now.

Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.
Title: Re: Actually Passable Card Ideas
Post by: D782802859 on May 02, 2020, 08:25:22 am
This one's a play on the "Advisor" theme, but I actually like it.  I added a card cost clause to it because I suspect it's more interesting and balanced on more boards with it than without.  For example, if it's only able to target $4 or $5 actions, this can be huge, but maybe there's a really awkward Explorer or Trading Post on the board.  Usually it would just hit another $3, but at least there aren't any boards where it's a $2 action or worse, Ruins.  Might even work with cost reduction on other boards now.

Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.
The main issue is with forced trashers, i.e. Remake, which means this can be very harmful on certain boards, or just dead.
Title: Re: Actually Passable Card Ideas
Post by: LaLight on May 02, 2020, 08:27:23 am
This one's a play on the "Advisor" theme, but I actually like it.  I added a card cost clause to it because I suspect it's more interesting and balanced on more boards with it than without.  For example, if it's only able to target $4 or $5 actions, this can be huge, but maybe there's a really awkward Explorer or Trading Post on the board.  Usually it would just hit another $3, but at least there aren't any boards where it's a $2 action or worse, Ruins.  Might even work with cost reduction on other boards now.

Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.
The main issue is with forced trashers, i.e. Remake, which means this can be very harmful on certain boards, or just dead.

yeah, but remake itself can turn into a dead card after a while
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 02, 2020, 10:49:12 am
I guess Supervisor should cost $2.  Or it could cost $4 and play two differently-named Action cards.  Advisor draws two, so this is on-brand.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on May 02, 2020, 03:43:12 pm
Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.

I use a card just like this except it costs $2 and has an on-gain effect.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 02, 2020, 04:33:47 pm
Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.

I use a card just like this except it costs $2 and has an on-gain effect.

What does the on-gain do?  Also, I changed it up a little and made a 2nd version:

Supervisor
Action-Command
$2

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.


EDIT: v2, two cards for more "Advisorly-ness":
Supervisor
Action-Command
$4

The player to your left chooses two differently-named non-Command Action cards from the Supply.  Play them in that order, leaving them there.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on May 02, 2020, 07:26:01 pm
Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.

I use a card just like this except it costs $2 and has an on-gain effect.

What does the on-gain do?
"When you gain this, trash a card from your hand."
I added this because the way I make kingdoms IRL makes it less likely for there to be any bad or useless actions, so it needed a little more incentive to buy it.
Title: Re: Actually Passable Card Ideas
Post by: Holger on May 03, 2020, 04:42:31 pm
This one's a play on the "Advisor" theme, but I actually like it.  I added a card cost clause to it because I suspect it's more interesting and balanced on more boards with it than without.  For example, if it's only able to target $4 or $5 actions, this can be huge, but maybe there's a really awkward Explorer or Trading Post on the board.  Usually it would just hit another $3, but at least there aren't any boards where it's a $2 action or worse, Ruins.  Might even work with cost reduction on other boards now.

Supervisor
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.

This original Supervisor is strictly worse than any $3 non-Command Action, isn't it? (Barring lose-track shenanigans.)  Even at $2, this seems extremely weak. Your v2 might work, but would strongly depend on the kingdom.

What about buffing the card by restricting it to $5+ cards (which are generally more universally good, making the opponent's choice less harmful)?

Quote
Underlord
Action-Command
$3

The player to your left chooses a non-Command Action card from the Supply costing at least $5.  Play it, leaving it there.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 03, 2020, 08:08:53 pm
Lord
Action
Cost: $5

Return this to the Supply.  Take <1>.  Gain a differently-named Action card having the same cost as this to your hand.  Play it.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 03, 2020, 08:09:48 pm
Way of Contradiction
Way

Follow the instructions printed on this card.  If you don't, +1 VP.
Title: Re: Actually Passable Card Ideas
Post by: segura on May 04, 2020, 01:12:28 am
Way of Contradiction
Way

Follow the instructions printed on this card.  If you don't, +1 VP.
+1 VP is hardly overpowered on a terminal but as Way of the Worm already exists I don't see the appeal of this.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 04, 2020, 02:44:25 am
Way of Contradiction
Way

Follow the instructions printed on this card.  If you don't, +1 VP.
+1 VP is hardly overpowered on a terminal but as Way of the Worm already exists I don't see the appeal of this.

I meant to post this in RBCI actually.  X-P
Title: Re: Actually Passable Card Ideas
Post by: ipofanes on May 04, 2020, 08:18:22 am
Fair enough. Though I did think of an even better animal. Cheetah was because of their speed, but better yet:
Way of the Lion (being King of the Jungle)

If the naming convention were enforced, I'd pick that.

Since the Way of the Seal puns are fair game too, so how about Way of the Drone.
Title: Re: Actually Passable Card Ideas
Post by: NoMoreFun on May 05, 2020, 09:13:34 pm
Exile allows the two cards to finally unite in a clean way

Mint Mine
Action - $5
Exile a treasure from your hand. Gain a treasure to your hand costing up to $3 more than it
-
When you gain this, you may exile all treasures you have in play.
Title: Re: Actually Passable Card Ideas
Post by: X-tra on May 15, 2020, 10:20:32 am
(https://i.postimg.cc/R9ZRQ35z/Debate-V1-EN.png)

Always wanted to toy around with the idea presented in the Mountain Pass Landmark. Tried to have this as a card, but this was way too erratic. So an Event it was. What do you think of this? It's hard to say where this would place balance wise; there has not really been a thing like that in Dominion. If multiple players tie as winners of a Debate, it is broken in player order, as usual.

Oh by the way, it says  "whoever" instead of "the player who", just because the text would be too tiny if I used the other wording.
Title: Re: Actually Passable Card Ideas
Post by: crj on May 15, 2020, 10:59:23 am
So... you have a Platinum in hand and 4 buys. You buy four Debates, gaining four Platinum and 68VP?
Title: Re: Actually Passable Card Ideas
Post by: LaLight on May 15, 2020, 11:59:21 am
So... you have a Platinum in hand and 4 buys. You buy four Debates, gaining four Platinum and 68VP?

it's not vp, it's debt
Title: Re: Actually Passable Card Ideas
Post by: X-tra on May 15, 2020, 12:30:06 pm
And if you reveal 4 Platinums with 4 Buys of Debate, you'd end up with 32 (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) (4 * (9 - 1) = 32). Not that good of a deal if you ask me. Even if you somehow draw all 5 of your Platinums, you'll still have 7 (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) left after that turn, lol.

Edit: Yeah if you don't repay your (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) after the first Platinum reveal, then you won't be able to Buy Debate again even if you have an extra Buy to spare. Thanks Minotaur for the pointer.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 15, 2020, 12:46:40 pm
1.  Play Treasures
2.  Buy Debate, reveal a Platinum you can't play this turn.  You have <8>
3.  Pay Debt with remaining $
4.  Repeat from (2) if Buys and <0>.

You can't just take a lot of debt from buying Debates faster than they can resolve.

Balance-wise, this means that Nights and unplayable Actions are better than Treasures for this, where other players aren't penalized for using a Treasure.

EDIT:  To make it better for the buyer, maybe try:  "You may play an Action, Treasure, or Night card from your hand.  Each other player may reveal......"
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 15, 2020, 12:56:31 pm
It kind of feels like a Capital that can backfire at the moment.  It's like donating a free buy to another player when it fails.

In addition to playing the debated card, maybe each player gets their gained card, but you still pay <1> less for yours and the winners get +1 VP.
Title: Re: Actually Passable Card Ideas
Post by: X-tra on May 15, 2020, 01:47:58 pm
I guess the biggest blunder of losing a Debate you initiated yourself is that you have succesfuly wasted a Buy. Sure, you drowned an opponent in (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png), but it's not enough to make the pill easier to swallow. There needs to be some sort of (stronger) consolidation price if you get the short end of a Debate you buy. Therefore I present you with this second version:

(https://i.postimg.cc/fDp6JVTM/Debate-V2-EN.png)
What do you think of this now? Any more text in there and I think it's too much. I'd rather scrap the idea than trying to fit a novel on a card. If it cannot be condensed into this many words or less, then the idea is clearly flawed and not worth exploring any further.

I like this idea here because you can try to fail your own Debate on purpose. But if you try to fail it by, say, revealing a Copper while your opponent does the same since they do not want to be hit with any (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) or because they have a garbage hand anyway, then you'll win (since you break ties) and be rewarded with the magnificent price of gaining... another Copper! So there's some risk involved here if you want to be cheeky. Most of the time, you should only make use of a Buy on Debate if you intent on winning it yourself.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 15, 2020, 02:20:35 pm
If you try to actually gain something, you still don't get to play that card.  Other players would generally assume you're going for a Copper, so they would want to play it like they're Buying a copy of a card in hand.  Because you lose the card for the turn, maybe the bonus for winning could be <2> or even <3>, but it would be a weird event to test.

I guess you could have them set a card aside in advance before revealing for consistency, and then if the set-aside card is a Victory card, they have to reveal a hand of all Victory cards........
Title: Re: Actually Passable Card Ideas
Post by: X-tra on May 15, 2020, 03:15:17 pm
I like the idea of having a discount bonus of 2 (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) if winning when buying a Debate. This'll be implemented.

The non-Victory card clause is weird in the sense that it doesn't specify whether you are allowed to reveal a Victory card or not. It might just be that you could reveal one, but that'd make you disqualified from winning. In that case, I suppose the player who bought Debate will just reveal Estates or what have you to use their Buy phase to freely obtain a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). This is also not something I thought off. And if it is allowed, then what happens if everyone reveals a Victory card at once? A draw? Who knows, lol.

Weew. This card is a hot mess to balance! This is why Dominion mostly keep players to themselves. Trying to pool everyone together into head-to-head competitions bring so much weirdness to the table.  :P

As I cannot possibly fit more text on that Event, it would probably have to be stated in some kind of rule book that yes, you may reveal a Victory card. But that this in turns makes you some kind of "non-participant" which disallows you to even lose/win the Debate. You reap no benefits by revealing a Victory card.

I tried a bunch of stuff on the card and man... I couldn't make it look elegant, lol. It's slowly hovering over the garbage bin.  :P
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 16, 2020, 06:45:20 pm
I like the idea of having a discount bonus of 2 (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) if winning when buying a Debate. This'll be implemented.

The non-Victory card clause is weird in the sense that it doesn't specify whether you are allowed to reveal a Victory card or not. It might just be that you could reveal one, but that'd make you disqualified from winning. In that case, I suppose the player who bought Debate will just reveal Estates or what have you to use their Buy phase to freely obtain a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). This is also not something I thought off. And if it is allowed, then what happens if everyone reveals a Victory card at once? A draw? Who knows, lol.

Weew. This card is a hot mess to balance! This is why Dominion mostly keep players to themselves. Trying to pool everyone together into head-to-head competitions bring so much weirdness to the table.  :P

As I cannot possibly fit more text on that Event, it would probably have to be stated in some kind of rule book that yes, you may reveal a Victory card. But that this in turns makes you some kind of "non-participant" which disallows you to even lose/win the Debate. You reap no benefits by revealing a Victory card.

I tried a bunch of stuff on the card and man... I couldn't make it look elegant, lol. It's slowly hovering over the garbage bin.  :P

Test it and report back?
Title: Re: Actually Passable Card Ideas
Post by: ipofanes on May 25, 2020, 08:17:33 am
Way of Contradiction
Way

Follow the instructions printed on this card.  If you don't, +1 VP.

I hereby violate the instructions on the card, choosing to gain 8 Provinces instead. Where's my VP?
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on May 25, 2020, 05:01:09 pm
Way of Contradiction
Way

Follow the instructions printed on this card.  If you don't, +1 VP.

I hereby violate the instructions on the card, choosing to gain 8 Provinces instead. Where's my VP?

You still have to follow the instructions printed on the card, skipping steps when you can't.  In which case you have failed to follow the printed instructions.  WoC does not grant you permission to do whatever you want.
Title: Re: Actually Passable Card Ideas
Post by: MSol on May 29, 2020, 07:37:00 am
Nomad
$7
Action
+1 Card
+1 Action
+$1
Trash up to two cards from your hand. If you trashed any cards this way, gain a card costing up to $4.

Archer
$4
Reaction - Reserve
When you discard this, you may reveal it, to put it on your Tavern mat.
--------------
At the start of your turn, you may call this, for each other player to gain a Curse.
--------------
When you gain this, +1 VP.

Way of The Dog
Way
Look through your discard pile. You may put a card from it into your hand.
Title: Re: Actually Passable Card Ideas
Post by: R-man77 on June 10, 2020, 12:57:21 pm
I've always had this idea for a reverse bridge, and I created a working version a while ago and posted it to reddit, I thought I'd post it here too to see what you all think of it.

Refine
$5
Action

+1 action

You may trash a card from your hand. If you did, you may gain a card costing up to 1 more than it.
Then, cards in your deck not gained this turn and cards in the trash cost 1 more this turn.

It is a TfB card that also synergizes with most other TfB cards. It can be comparable to Upgrade except it is better because the TfB is less picky and it builds on itself and other TfB, but it doesn't draw you an extra card to compensate.

The reason it affects cards in the trash as well as cards in your deck is to make it work functionally as well as thematically. It makes your cards more expensive, and when you trash them, they need to keep their higher price in the trash in order for it to function.

The reason it singles out cards not gained this turn is because of reddit poster bluey_the_bear who pointed out that Livery lets you gain a horse everytime you gain a card costing 4 or more, so if the moment you gain a card costing 4 or more with Refine in play, everytime you gain a horse it also costs 4... allowing you to gain the entire horse pile. He pointed out a few other broken card gaining abilities, so in order to make these impossible, I changed the wording to specify it doesn't apply to cards gained the same turn you play it.

Overall, I think this is a great card that is a worse upgrade the first time it is played, then a better remodel the second time, then a better expand every other time. I would really like to playtest and tweek it more if needed, so let me know what you think.

Also, here is the link to my post for this card on reddit. https://www.reddit.com/r/dominion/comments/ghrt2j/card_idea_refine_dominion/
Title: Re: Actually Passable Card Ideas
Post by: segura on June 10, 2020, 01:21:21 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
Title: Re: Actually Passable Card Ideas
Post by: R-man77 on June 10, 2020, 02:56:15 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.

As for as Refine being a double worse Upgrade, it is worse because it doesn't give you +1 card, but it makes up for it in a few other ways. For one, both the trashing and gaining are optional, which makes it slightly better than the "exactly one more" clause. But the most important thing is the price increase. It makes all your cards more expensive while the supply cards remain the same, so in that way it has synergy with itself and other TfB cards without hurting your buy power (anti-bridge). Of course not getting +1 card is a big negative, but I think the TfB synergy makes up for that.
Title: Re: Actually Passable Card Ideas
Post by: D782802859 on June 10, 2020, 03:01:03 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.

As for as Refine being a double worse Upgrade, it is worse because it doesn't give you +1 card, but it makes up for it in a few other ways. For one, both the trashing and gaining are optional, which makes it slightly better than the "exactly one more" clause. But the most important thing is the price increase. It makes all your cards more expensive while the supply cards remain the same, so in that way it has synergy with itself and other TfB cards without hurting your buy power (anti-bridge). Of course not getting +1 card is a big negative, but I think the TfB synergy makes up for that.
You have no way of tracking what cards are in your deck. Also, cost increases have issues (interactions with cost reduction, Livery).
Title: Re: Actually Passable Card Ideas
Post by: spineflu on June 10, 2020, 03:05:21 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.


The way the entire cost reduction schemes so far work is that each card, regardless of zone, type, etc, has the same cost as every other copy of that card with the same name*. Even a "your cards cost $1 more this turn" runs into tracking issues with like, Ambassador or Masquerade.

*one further, at any given time, each card has the same text, cost, and abilities as each other copy of that card. This was an issue with the old version of Inheritance.
Title: Re: Actually Passable Card Ideas
Post by: segura on June 10, 2020, 03:36:51 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.
There is a village in my discard. I play Workshop to gain a Village, then I play a Smithy and shuffle. Now there is no way to distinguish the „old“ from the „new“ Village in my deck.
As tracking does not work, the basic idea of your card (create cost deltas) does not work either.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on June 10, 2020, 04:25:09 pm
I would eliminate the restriction on cards gained this turn because the tracking doesn't work and just not put it in the same kingdom with Livery (or other cards that make it broken). That's a thing you can do with fan cards.

I have a fan card involving raising the cost of your cards like that, but I don't post it here because raising costs is taboo. I mean, it's never going to be on an official card, but with fan cards we can do what we want with them (like not put them in games together with certain other cards or houserule how it works with cost reducers).
Title: Re: Actually Passable Card Ideas
Post by: R-man77 on June 10, 2020, 05:52:23 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.


The way the entire cost reduction schemes so far work is that each card, regardless of zone, type, etc, has the same cost as every other copy of that card with the same name*. Even a "your cards cost $1 more this turn" runs into tracking issues with like, Ambassador or Masquerade.

*one further, at any given time, each card has the same text, cost, and abilities as each other copy of that card. This was an issue with the old version of Inheritance.

Thank you for pointing out the issues with tracking and price increase! I've attempted to refine it so the cost increase is simple, but still benefits you in most cases.

Refine
$5
Action

+1 Action
+1 Coin

You may trash a card from your hand. If you did, you may gain a card costing up to 1 more than it.
Then, name up to three different supply piles. Cards from these supply piles cost 1 more this turn.

Now, you simply name the supply piles you would like to increase the price of, instead of applying a price increase to all cards in your deck. This should fix all tracking issues and make it easier to follow. This change does make the card worse in that has little utility outside of trashing your bad cards, so it gives you +1 coin to compensate. Also because you are naming a supply pile and not a specific card, there is no way to gain all the horses with Livery. Let me know if this fixes all the issues and if you think the +1 coin is too much.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on June 10, 2020, 07:15:49 pm
I think Refine already has potential self-synergy if you rearrange and remove text.  So my thought is this:

+1 Action
You may name a Supply pile.  Cards from that pile cost $1 more this turn.
You may trash a card from your hand to gain a card costing up to $1 more than it.


This already stacks with itself.  Non-terminal, I guess it can cost $5?  Maybe too cheap for a non-terminal Remodel with stacking power, really not sure on balance or if $6 is balanced or if it's just crazy.


I think I was reading two versions back-to-back and got them smashed together in my head, and then I didn't reload the page and this version more or less was already given.  Overall, it's kind of similar to that new Workshop variant that lowers costs, but for Remodel, so it's fair I think.  Non-terminal at $5 remains questionable for me but idk without testing.
Title: Re: Actually Passable Card Ideas
Post by: Carline on June 10, 2020, 07:26:51 pm
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.


The way the entire cost reduction schemes so far work is that each card, regardless of zone, type, etc, has the same cost as every other copy of that card with the same name*. Even a "your cards cost $1 more this turn" runs into tracking issues with like, Ambassador or Masquerade.

*one further, at any given time, each card has the same text, cost, and abilities as each other copy of that card. This was an issue with the old version of Inheritance.

Thank you for pointing out the issues with tracking and price increase! I've attempted to refine it so the cost increase is simple, but still benefits you in most cases.

Refine
$5
Action

+1 Action
+1 Coin

You may trash a card from your hand. If you did, you may gain a card costing up to 1 more than it.
Then, name up to three different supply piles. Cards from these supply piles cost 1 more this turn.

Now, you simply name the supply piles you would like to increase the price of, instead of applying a price increase to all cards in your deck. This should fix all tracking issues and make it easier to follow. This change does make the card worse in that has little utility outside of trashing your bad cards, so it gives you +1 coin to compensate. Also because you are naming a supply pile and not a specific card, there is no way to gain all the horses with Livery. Let me know if this fixes all the issues and if you think the +1 coin is too much.

Increase card’s cost is always a source of confusion. Maybe you could achieve your goal of a TFB that becomes better at each play in the same turn with something like this:

Refine
$5
Action

+1 Action
+$1

You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.


Because it doesn’t draw, maybe it would be hard to have in hand in the same turn many Refines and their targets to make it improve. A duration version which you may leave in play till you align three of them could be better:

Refine
$5
Action - Duration

+1 Action
+$1
You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.
------
At Clean-up, if you have less than three Refines in play, you may leave this card in play instead of discard it.


I don't know for sure if this version needs to be $6 cost to be balanced.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on June 10, 2020, 07:31:42 pm
I once had a few Star Trek parody cards.  "The Bridge" was a sort of backward parody on Bridge:

+3 Actions
Cards not in the Supply cost $1 more this turn.

So it was a super-Necropolis that hurt you and/or a TFB enabler.  I never play tested it and it was probably a dead card on most boards but there you go.

EDIT:  Could also be a reasonable double-edged Ruins/Heirloom.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on June 10, 2020, 08:19:30 pm
Refine
$5
Action

+1 Action
+$1

You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.


Because it doesn’t draw, maybe it would be hard to have in hand in the same turn many Refines and their targets to make it improve. A duration version which you may leave in play till you align three of them could be better:

Refine
$5
Action - Duration

+1 Action
+$1
You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.
------
At Clean-up, if you have less than three Refines in play, you may leave this card in play instead of discard it.


I don't know for sure if this version needs to be $6 cost to be balanced.

These are better as a standalone "stacking Remodel" variant.  If they really wanted a TFB enhancer, the other versions sort of work, but would often fail to do anything extra.  TFB enhancement is sort of an awkward concept, but maybe could work with a split pile as a last resort, somehow.
Title: Re: Actually Passable Card Ideas
Post by: spineflu on June 10, 2020, 09:10:31 pm
i think the best cost increase idea i've read has been a +$1 Cost adventure token (that affects all players). That way it can be a buy deterrent, a TFB enabler, a Remake fizzler, etc, and you just have to make its placement card/landscape not able to put it on the Horse pile.
Title: Re: Actually Passable Card Ideas
Post by: segura on June 11, 2020, 01:30:30 am
The wording is weird, you cannot track cards. So I guess you want to say something like „copies of cards„ or whatever but then it does not work either. Simply say non-Horse cards, that is pretty clear.
I don’t get the card though, it just seems like a double worse Upgrade.
I know the wording is weird, it had to be in order to make it so the card functions as it is suppose to without any issues or broken combos. Saying non-horses wouldn't work because they aren't the only problem card with Refine. For example, after playing one Refine border villages cost 7 in your deck and 6 in the supply, so it would be possible to buy one border village and empty the entire supply. Same goes for Falconer.

I'm not sure what you mean though with the tracking issue. While it may be tricky for cards to have different prices depending on where they are, it shouldn't be that confusing. If the card is in the trash, it costs 1 more. If it is in your deck and you haven't gained it this turn, it costs 1 more. If you return a card to its supply the cost returns to normal. I'm not really an expert on tracking issues though, so I would like to hear what you mean.


The way the entire cost reduction schemes so far work is that each card, regardless of zone, type, etc, has the same cost as every other copy of that card with the same name*. Even a "your cards cost $1 more this turn" runs into tracking issues with like, Ambassador or Masquerade.

*one further, at any given time, each card has the same text, cost, and abilities as each other copy of that card. This was an issue with the old version of Inheritance.

Thank you for pointing out the issues with tracking and price increase! I've attempted to refine it so the cost increase is simple, but still benefits you in most cases.

Refine
$5
Action

+1 Action
+1 Coin

You may trash a card from your hand. If you did, you may gain a card costing up to 1 more than it.
Then, name up to three different supply piles. Cards from these supply piles cost 1 more this turn.

Now, you simply name the supply piles you would like to increase the price of, instead of applying a price increase to all cards in your deck. This should fix all tracking issues and make it easier to follow. This change does make the card worse in that has little utility outside of trashing your bad cards, so it gives you +1 coin to compensate. Also because you are naming a supply pile and not a specific card, there is no way to gain all the horses with Livery. Let me know if this fixes all the issues and if you think the +1 coin is too much.

Increase card’s cost is always a source of confusion. Maybe you could achieve your goal of a TFB that becomes better at each play in the same turn with something like this:

Refine
$5
Action

+1 Action
+$1

You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.


Because it doesn’t draw, maybe it would be hard to have in hand in the same turn many Refines and their targets to make it improve. A duration version which you may leave in play till you align three of them could be better:

Refine
$5
Action - Duration

+1 Action
+$1
You may trash a card from your hand. If you did, you may gain a card costing up to the cost of the trashed card +$1 for each Refine you have in play.
------
At Clean-up, if you have less than three Refines in play, you may leave this card in play instead of discard it.


I don't know for sure if this version needs to be $6 cost to be balanced.
This is a much clearer version. Cost increase is simply something you should not do.
About the strength, as it does not draw and needs cards, I think that it is a weak $5.
Title: Re: Actually Passable Card Ideas
Post by: JimJammer on August 20, 2020, 11:03:04 am
My friend wanted a card to kill engines ???. I think this should do the job. 20 in the supply. Could maybe add +1 action

(https://i.imgur.com/KznKc0n.png)
Title: Re: Actually Passable Card Ideas
Post by: LordBaphomet on August 20, 2020, 05:21:39 pm
My friend wanted a card to kill engines ???. I think this should do the job. 20 in the supply. Could maybe add +1 action

(https://i.imgur.com/KznKc0n.png)
Even if you win this is worse then duchies
Title: Re: Actually Passable Card Ideas
Post by: D782802859 on August 20, 2020, 05:48:47 pm
My friend wanted a card to kill engines ???. I think this should do the job. 20 in the supply. Could maybe add +1 action

(https://i.imgur.com/KznKc0n.png)
Even if you win this is worse then duchies
I'd suggest 3 or 4 if you win, and something if you lose as consolation.
Title: Re: Actually Passable Card Ideas
Post by: JimJammer on August 21, 2020, 08:54:13 am
(https://i.imgur.com/vQRAsiM.png)

Here's an update. Note that
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on September 01, 2020, 03:58:46 am
A couple more silly but probably playable cards:

a lucky one,
Quote
Unicorn
$4 - Action
+1 Card. +1 VP.
All players receive the next Boon. Discard any number of cards. Gain a Horse for each card you discarded this way.

and an unlucky one
Quote
Monkey's Paw
$4 - Treasure - Victory
Choose one: Gain a Curse and if you do, gain a Wish; or +$2 and the player to your left gains this on top of their deck.
-
Worth 1 VP if you gained this after your last turn of the game. Otherwise, worth -1 VP.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on September 01, 2020, 02:09:30 pm
A couple more silly but probably playable cards:

a lucky one,
Quote
Unicorn
$4 - Action
+1 Card. +1 VP.
All players receive the next Boon. Discard any number of cards. Gain a Horse for each card you discarded this way.

and an unlucky one
Quote
Monkey's Paw
$4 - Treasure - Victory
Choose one: Gain a Curse and if you do, gain a Wish; or +$2 and the player to your left gains this on top of their deck.
-
Worth 1 VP if you gained this after your last turn of the game. Otherwise, worth -1 VP.

If the bar were higher than this, it would be Very Good Card Ideas.
Title: Re: Actually Passable Card Ideas
Post by: GendoIkari on September 09, 2020, 03:05:03 pm
I was looking at Way of the Chameleon and misread the name, which lead to this:

(https://lh3.googleusercontent.com/kTgMwB8_KBkXdSN4X1Cnrfk33d8FbL6JFJ2XEo_3BsIlSEBB33hZqro8zYYLgNPNs8BD2PPcl0Z0El-A2zIMmwGK6GGZnkqqdPazecgx0UPW2RpTGajlbxs2snRxKXWsKdjfthLZZQ=w400)

Probably way too strong, but does require having multiple actions in hand at once to do anything.
Title: Re: Actually Passable Card Ideas
Post by: Jonatan Djurachkovitch on September 09, 2020, 03:20:42 pm
I was looking at Way of the Chameleon and misread the name, which lead to this:

(https://lh3.googleusercontent.com/G2Y4dUkomKyRld1XsxCHItdI7N68ufLhJD4vNapecD5vwFUeI-K3q4NKEq0DQFDPGx2pIY5_hr6H2TOXSzXhuPauOn8w3R6ZRpDvD-lskWVN8VDzSa2TwVgSA5ZSrXk4s01W779SupngHDvgxxbqJVPbbZg4mLNgQzBJKkNAix35zFvPxMAuG1YPkSEh6x5ere6eSqlUhmS2JrsY3WpEARjaRThSLRXYCnezp3_wt1iuvEXbo0aP35qvufGxHVjINVPI7AJJWB9jlKydDWwbZSyLnJKeeQ2aUQ0YHJQDd6tyYkh7N32Xb-GaGyNopsCkSGXS6bSa2XBQp3GEhjfIvH9ijk8_OpieZctaqvqvzl385RFbVxS4ukL9D8kzy5QpVlP0zt56uz3cld2kpgu1hLUUQLodhDQP6AblIDYBZTt2THHefbwMbFHZuKbJklIp2Tr3Y2tL1aOwlhmab7JNzcq-rXAJLmX8K3N0kFmnFNPtbF6seGN7L3FHeNvf7_ehuVfKK0u3JTZBJHD58aZqvNddblsfZRQn7pPOGqROcGkeQ4iWlvdGu7sno5BfrkGG4OOZ-2Yu27_pMrcjo61xJOa-OFtBkYAds_zDN5O_DXdGkwmwBCU3H0wSTB_RyAdo6ObabF3lV5mwb93ZIJ-jS-8ERopB9uGPUCxK90EpfW922S2rI-vVanwZiajb=w337-h220-no?authuser=0)

Probably way too strong, but does require having multiple actions in hand at once to do anything.
With this you can make up your deck of just terminal draw cards. Who needs villages anyway?
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on September 09, 2020, 03:21:14 pm
I think "Lighthouse that doesn't make $" would have been actually passable, but WotC as originally presented doesn't really belong here.   ::)
Title: Re: Actually Passable Card Ideas
Post by: mail-mi on September 09, 2020, 11:33:45 pm
I was looking at Way of the Chameleon and misread the name, which lead to this:

(https://lh3.googleusercontent.com/G2Y4dUkomKyRld1XsxCHItdI7N68ufLhJD4vNapecD5vwFUeI-K3q4NKEq0DQFDPGx2pIY5_hr6H2TOXSzXhuPauOn8w3R6ZRpDvD-lskWVN8VDzSa2TwVgSA5ZSrXk4s01W779SupngHDvgxxbqJVPbbZg4mLNgQzBJKkNAix35zFvPxMAuG1YPkSEh6x5ere6eSqlUhmS2JrsY3WpEARjaRThSLRXYCnezp3_wt1iuvEXbo0aP35qvufGxHVjINVPI7AJJWB9jlKydDWwbZSyLnJKeeQ2aUQ0YHJQDd6tyYkh7N32Xb-GaGyNopsCkSGXS6bSa2XBQp3GEhjfIvH9ijk8_OpieZctaqvqvzl385RFbVxS4ukL9D8kzy5QpVlP0zt56uz3cld2kpgu1hLUUQLodhDQP6AblIDYBZTt2THHefbwMbFHZuKbJklIp2Tr3Y2tL1aOwlhmab7JNzcq-rXAJLmX8K3N0kFmnFNPtbF6seGN7L3FHeNvf7_ehuVfKK0u3JTZBJHD58aZqvNddblsfZRQn7pPOGqROcGkeQ4iWlvdGu7sno5BfrkGG4OOZ-2Yu27_pMrcjo61xJOa-OFtBkYAds_zDN5O_DXdGkwmwBCU3H0wSTB_RyAdo6ObabF3lV5mwb93ZIJ-jS-8ERopB9uGPUCxK90EpfW922S2rI-vVanwZiajb=w337-h220-no?authuser=0)

Probably way too strong, but does require having multiple actions in hand at once to do anything.

The image doesn't work for me.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on September 10, 2020, 01:03:24 am
I was looking at Way of the Chameleon and misread the name, which lead to this:

(https://lh3.googleusercontent.com/G2Y4dUkomKyRld1XsxCHItdI7N68ufLhJD4vNapecD5vwFUeI-K3q4NKEq0DQFDPGx2pIY5_hr6H2TOXSzXhuPauOn8w3R6ZRpDvD-lskWVN8VDzSa2TwVgSA5ZSrXk4s01W779SupngHDvgxxbqJVPbbZg4mLNgQzBJKkNAix35zFvPxMAuG1YPkSEh6x5ere6eSqlUhmS2JrsY3WpEARjaRThSLRXYCnezp3_wt1iuvEXbo0aP35qvufGxHVjINVPI7AJJWB9jlKydDWwbZSyLnJKeeQ2aUQ0YHJQDd6tyYkh7N32Xb-GaGyNopsCkSGXS6bSa2XBQp3GEhjfIvH9ijk8_OpieZctaqvqvzl385RFbVxS4ukL9D8kzy5QpVlP0zt56uz3cld2kpgu1hLUUQLodhDQP6AblIDYBZTt2THHefbwMbFHZuKbJklIp2Tr3Y2tL1aOwlhmab7JNzcq-rXAJLmX8K3N0kFmnFNPtbF6seGN7L3FHeNvf7_ehuVfKK0u3JTZBJHD58aZqvNddblsfZRQn7pPOGqROcGkeQ4iWlvdGu7sno5BfrkGG4OOZ-2Yu27_pMrcjo61xJOa-OFtBkYAds_zDN5O_DXdGkwmwBCU3H0wSTB_RyAdo6ObabF3lV5mwb93ZIJ-jS-8ERopB9uGPUCxK90EpfW922S2rI-vVanwZiajb=w337-h220-no?authuser=0)

Probably way too strong, but does require having multiple actions in hand at once to do anything.

The image doesn't work for me.

It worked earlier and now it doesn't for me either.  It was a Way Of The Champion that does the action part, but just for this turn.
Title: Re: Actually Passable Card Ideas
Post by: GendoIkari on September 10, 2020, 03:20:15 pm

The image doesn't work for me.

It worked earlier and now it doesn't for me either.  It was a Way Of The Champion that does the action part, but just for this turn.

Weird. It's hosted on Google Images, and apparently they make it basically impossible to get an actual link to the image. Even if the image is "available to anyone with the link", the link they give you only goes to a page in their site which shows the photo, not a link to the actual photo. And if you right-click to "copy image url", it gives you a url which apparently works for a little while and then suddenly stops working. Fixed now; using some third-party site that allows you to get a fixed url for a Google photo.
Title: Re: Actually Passable Card Ideas
Post by: segura on September 10, 2020, 04:05:38 pm
I was looking at Way of the Chameleon and misread the name, which lead to this:

(https://lh3.googleusercontent.com/kTgMwB8_KBkXdSN4X1Cnrfk33d8FbL6JFJ2XEo_3BsIlSEBB33hZqro8zYYLgNPNs8BD2PPcl0Z0El-A2zIMmwGK6GGZnkqqdPazecgx0UPW2RpTGajlbxs2snRxKXWsKdjfthLZZQ=w400)

Probably way too strong, but does require having multiple actions in hand at once to do anything.
Strictly better than Ox and utterly broken.
Now a card that says +5 Actions is not that impressive. But in combination with the flexibility of Ways it becomes broken and also pretty boring. Managing terminal space well is one of the usual tasks in Dominion.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on October 24, 2020, 04:07:47 am
Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

So, with a couple other tweaks...
Quote
Market Day
$5 - Action
+1 Card
+1 Buy
+1 Coffers. +1 Villager. Gain a Silver. Gain a Horse. Trash this. If you don't, gain a Curse.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on October 24, 2020, 04:19:34 am
Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.

The one-shot version with tokens seems really expensive for what it does, too.  Compared to Experiment and Acting Troupe, I don't immediately see a compelling reason it should cost more than $3.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on October 26, 2020, 07:07:05 am
Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.

The one-shot version with tokens seems really expensive for what it does, too.  Compared to Experiment and Acting Troupe, I don't immediately see a compelling reason it should cost more than $3.

Well then, I'll just have to make it sillier:
Quote
Market Day
$5 - Action
+1 Card
+1 Buy
+1 Coffers. +1 Villager. +1 VP. You may trash a card from your hand. Gain a Silver. Gain a Horse or a Will-o-Wisp.
Trash this. If you don't, gain a Curse and a Copper.


And a bonus thematic semi-silly card:

Quote
Swamp
$3 - Action - Victory
Gain a Will O Wisp.
-
Worth 1VP
-
When you buy this, reveal your hand. +1 VP for every two Action or Treasure cards revealed.
-
When you trash this on your turn, lose 2 VP tokens.
Haven't we always wanted a card with 3 dividing lines?
(If I print this to use, I won't actually put 3 dividing lines. I really don't think they're all necessary, just like I don't think it's necessary for Harem or Noble Brigand to have any line.)

EDIT: one more:
Quote
Haunted Well
$4 - Night - Victory
Gain a Curse. If you do, choose one: +2 Coffers or +2 Villagers.
-
Worth 1 VP per X Curses in the trash, where X = the number of players in the game.
Night / Victory is a type combination not yet represented in my fan card rotation, so I made one.
Worth a lot of VP if all curses get trashed. If your opponent has more Haunted Wells than you, maybe you shouldn't trash that last Curse. Possibly OP with Watchtower, but then so are some other cards.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on October 26, 2020, 08:36:50 pm
Haunted Well is mostly garbage if there's no trashing, and maybe it should come with an Heirloom at the very least.  Like, idk...

Drowned Spirit
Heirloom-Treasure
$1

+$2
You may trash a Curse from your hand.  If you do not, gain a Curse.  If you do not, trash this.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on October 27, 2020, 01:35:20 am
I just wouldn't put it in a kingdom with no trashing, but that's a good option too.
Title: Re: Actually Passable Card Ideas
Post by: Holger on October 27, 2020, 06:29:30 pm
Was looking again at the latest couple pages of the RCBI thread, found this, and thought "hmmm, just put "trash this" on there and it could be playable."
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse

Is gaining a Silver and a Horse actually good though?  You already had to pay $6 for this, how often do you really want Silver at this point?  It seems like it should balance it pretty nicely against the Horse.
Indeed, vanilla Market may well be preferable to this when your deck can't cope with gaining extra Silvers every shuffle. The Horse gain is only a short-term compensation, effectively drawing the Silver for free a single time.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on November 14, 2020, 03:23:49 pm
Horsemen pile: 
Each one is different like Knights, but with an additional rule: Add the Ride event to the supply. Ride has this additional effect: At the start of clean-up, you may exchange a Horseman you have in play with the top Horseman in the supply.

Quote
Centaur
$6 - Action - Night - Horseman
If it's your action phase: +2 Cards, +1 Action. If it's your night phase: Gain a Horse on top of your deck. Then reveal up to 2 cards from your hand, discard pile, or from play, and put them on top of your deck. If you topdecked a victory card, +1 VP and +1 Coffers.
(Horse Stargazer (my card) -I've posted this one before)
Quote
Mounted Knight
$6 - Action - Attack - Horseman
+1 Card, +1 Action, +$1.
Turn your journey token over (it starts face down). If it's face up, +1 Card and each other player reveals the top 2 cards of their deck, trashes one of them costing from $3 to $6, and discards the rest.
Quote
Headless Horseman
$6 - Night - Attack - Horseman
Gain two Horses, putting one of them on top of your deck. Each other player gains a Curse.
Quote
Royal Cavalry
$6 - Action - Horseman
Choose one: +2 Cards, +1 Action or Gain three Horses.
-
When you gain this, +1 Buy, return to your action phase, and play this.
(Horse Cavalry)
Quote
Pony Express
$6 - Action - Horseman
+1 Action.
Choose one: +2 Cards, or +$2 and +1 Buy.
-
When you discard this from play, you may look through your discard pile and shuffle up to two cards from it into your deck.
(Horse Messenger -kind of)
Quote
Mounted Ranger
$6 - Action - Horseman
+1 Card, +1 Action, +1 Buy.
Turn you journey token over (it starts face down). If it's face up, +2 Cards.
Quote
Mounted Scout
$6 - Action - Horseman
+1 Card, +1 Action.
Reveal the top 4 cards of your deck and put the revealed victory cards and one additional card into your hand. Put the others back onto your deck in any order.
Quote
Mounted Pilgrim
$6 - Action - Horseman
+2 Cards, +1 Action. Turn your journey token over. (it starts face down). If it's face up, at the end of your Buy phase, gain a Horse or a copy of a card you have in play.
(Horse Pilgrimage)
Quote
Jouster
$6 - Action - Victory - Horseman
+2 Cards, +1 Action.
-
Worth 1 VP per 5 differently named cards you have.
(Horse Fairgrounds)
Quote
Ghostly Horseman
$6 - Night - Attack - Duration - Horseman
Each other player with at least 5 cards in hand puts a card from their hand on top of their deck. At the start of your next turn: +2 Cards and +1 Action.
(Horse Ghost Ship/Ghost) (Maybe this should be "Headless Horseman" and the one I called Headless Horseman should be "Mounted Nighthag" or something like that.)

Other semi-serious possibilities and silly joke Horsemen: (you decide which is which)
Quote
Mounted Caravan Guard
$6 - Action - Duration - Reaction - Horseman
+2 Cards, +1 Action. At the start of your next turn: +$2.
-
When another player plays an attack, you may play this from your hand.
Quote
Mounted Adventurer
$6 - Action - Horseman
+1 Card, +1 Action.
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards into your hand and discard the other revealed cards.
(haha. I think this might actually be balanced at $6 despite being strictly way better than Adventurer.)
Quote
Mounted Gardener
$6 - Action - Victory - Horseman
+2 Cards, +1 Action.
-
Worth 1 VP for each 10 cards in your deck.
Quote
Mounted Duke
$6 - Action - Victory - Horseman
+2 Cards, +1 Action.
-
Worth 1 VP per Duchy you have.
(Having there be only one of them makes it so you're not going to "go for" them for VP which I think makes it okay at $6 -unless maybe if regular Duke is also on the board.)
Quote
Mounted Baron
$6 - Action - Horseman
+2 Cards, +1 Action.
Choose one: Discard an Estate from your hand for +$3 and +1 Buy, or gain an Estate.
Quote
Mounted Bandit
$6 - Action - Attack - Horseman
+1 Card, +1 Action.
Each other player reveals the top two cards of their deck and trashes a revealed treasure other than Copper. Gain a treasure from the trash or a Silver, putting the gained card into your hand.
EDIT: a couple more:
Quote
Cowboy
$6 - Action - Reaction - Horseman
+1 Card, +1 Action.
Discard any number of Victory cards, revealing them, for +2 Cards per card discarded.
-
When another player plays an attack card, you may put this on top of your deck to gain a Horse into your hand.
(Horse Shepherd + a reaction)
Quote
Masked Horseman
+2 Cards, +1 Action.
Each player with any cards in hand passes one to the next such player to their left, at once. Then you may trash a card from your hand.
(Horse Masquerade!)
Let me know if you think any of them are unbalanced. (or if you think any of them would be good as a pile by itself.)
Title: Re: Actually Passable Card Ideas
Post by: LittleFish on November 14, 2020, 05:32:36 pm
Musician - Action $4]
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
Example songs:

Quote
Valorous Ballad
Action-Attack-Duration-Song-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
At the start of your next turn, return this to the bottom of the song pile
Now and at the start of your next turn, each other player reveals the top card of their deck, and trashes one costing between (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and discards the rest.
It's like a knight, but because it's a song about one, it gets stuck in your head, so you do it twice
Quote
Unfinished work
Action-Song-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
+1 Action
Return this to the bottom of the Song pile
It's just a temporary Ruin. Not every song played by a musician is worth it
Quote
Folk Tune
Action-Duration-Song-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
+5 Villagers
Return this to the bottom of the Song pile
Quote
Royal Fanfare
Action-Song-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
You may play an action card from your hand twice. Return this to the bottom of the song pile
Quote
Mundane Song
Action-Song-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
+1 Card
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Return the to the bottom of the song pile

Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on November 15, 2020, 12:39:11 am
Musician - Action $4]
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
Example songs:

Quote
Valorous Ballad
Action-Attack-Duration-Song-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
At the start of your next turn, return this to the bottom of the song pile
Now and at the start of your next turn, each other player reveals the top card of their deck, and trashes one costing between (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and discards the rest.
It's like a knight, but because it's a song about one, it gets stuck in your head, so you do it twice
A double knight attack would be nasty and not fun. I'd just make it happen once and give it some other benefit.
I like the others, but I'd leave out the Unfinished Work. Maybe you can call the mundane song something like "Piano Concerto".
Also:
Quote
Dirge
$0 - Action - Song
Trash up to 2 cards from your hand. Return this to the bottom of the Song pile.
Quote
Lullaby
$0 - Night - Attack - Duration - Song
Each other player with at least 4 cards in hand discards one. At the start of your next turn: +2 Cards and return this to the bottom of the Song pile.
Quote
March
$0 - Action - Song
Choose one: +1 Card and +1 Action; or Look through your discard pile, play an Action card from it, and return this to the bottom of the Song pile.
Quote
Folk Dance about Horses
$0 - Action - Song
+1 Action, +2 Cards.
Each player with any cards in hand passes one to the next such player to their left, at once.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on November 30, 2020, 10:35:22 pm
Littlefish recently posted this in the RBCI thread:
Reforming Hag
Action (http://wiki.dominionstrategy.com/images/thumb/1/16/Coin3plus.png/16px-Coin3plus.png)
Each player discards the top card of their deck. If they discard a curse, they may return it to the supply. each other player may then look through their discard pile and put a card from it onto their deck
--
When you buy this, you may overpay for it. For every (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) overpayed, each other player discards the top card of their deck and gains a curse

I liked the idea, so I made this card based on it:
Quote
Mercenary Hag
Cost 3+  Action
+$1.
Discard the top card of your deck. You may trash it. Look through your discard pile and put a card from it on top of your deck.
-
When you buy this, you may overpay for it. For every $2 overpayed, each other player discards the top card of their deck and gains a curse on top of their deck.
Do you think it's balanced?
also, it's wordier than I like. Any suggestions for shortening it while keeping (at least most of) the effect?


While I'm here, here's another APCI which started out based on "Treasure chest" by naveisawesome
Quote
Buried Treasure
$6 - Treasure - Reaction
+2 Coffers, +1 Buy.
-
When you discard this other than during clean-up, play it. (+Buy has no effect when it isn't your turn.)
(I'm aware that it makes you not want to play discard attacks.)
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on December 01, 2020, 02:21:50 am
Overpay for curses sounds a little sketchy.  Buried Treasure is probably fine?  It sounds ok when it's not strong and has +Buy in a pinch, and should be pretty strong with deck inspectors.  Turning Discards into +card that only works on Silver is probably fine for $6.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on January 13, 2021, 07:11:33 pm
Split pile.  Might be tricky to balance the numbers, but the reverse-distant-land mechanic feels interesting to me.

Promised Land
Victory
Cost: $5

Worth 2VP
When you would gain this, exile it instead.
Worth another 2 VP if not in exile.


Prophet
Action
Cost: $3

+1 Card
+1 Action
You may discard a Promised Land from exile to get +$2 and +1 Buy
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on January 15, 2021, 03:37:09 pm
Had another idea for this week's weekly design contest, but I already entered a card and I don't know which is better...

Quote
Chamberlain
$5 Action
If your journey token is face up, trash up to 2 cards from your hand and you may gain a card costing up to the total cost of the trashed cards. If it's face down, +3 Cards.
-
While this is in play, when you gain a Treasure, turn your journey token over.

EDIT: This might be a bit weak for $5. Probably the card I already entered is better...
EDIT2: removed "you may"
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on January 19, 2021, 07:44:14 pm
EDIT: This might be a bit weak for $5. Probably the card I already entered is better...

idk, it's probably fine?  Sometimes it won't be worth it, but even if it's the only trasher on the board for example, it's already not half bad.  The "you may" clause on the gain makes it a lot stronger than if you *had* to gain, say, a Copper after you trash two Copper, or a $2 after trashing a Copper and an Estate.  The while-in-play effect is nice.  I think maybe it's more subtle if flipping the Journey token is mandatory?  You have at least two chances to gain or not gain that turn, so the mini-game doesn't need to be any more generous IMO.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on January 19, 2021, 07:46:16 pm
It's a little odd that it doesn't flip the token outright, though.  Such a departure from the usual rules and I don't think there's a strong enough justification here to break convention.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on January 19, 2021, 08:13:41 pm
EDIT: This might be a bit weak for $5. Probably the card I already entered is better...

idk, it's probably fine?  Sometimes it won't be worth it, but even if it's the only trasher on the board for example, it's already not half bad.  The "you may" clause on the gain makes it a lot stronger than if you *had* to gain, say, a Copper after you trash two Copper, or a $2 after trashing a Copper and an Estate.  The while-in-play effect is nice.  I think maybe it's more subtle if flipping the Journey token is mandatory?  You have at least two chances to gain or not gain that turn, so the mini-game doesn't need to be any more generous IMO.
Yeah, I think I'll take out the "you may".
Title: Re: Actually Passable Card Ideas
Post by: Commodore Chuckles on January 26, 2021, 10:34:32 pm
Way Of The Beaver
+$2
+1 Buy

Appearing alongside Monkey or Sheep is the only real problem with it.
Title: Re: Actually Passable Card Ideas
Post by: Holger on January 30, 2021, 11:29:46 am
Way Of The Beaver
+$2
+1 Buy

Appearing alongside Monkey or Sheep is the only real problem with it.

That's not really a problem, as it's not recommended to have several Ways in one game. ;)

However, Beaver's effect is identical to playing Woodcutter, which while weak for a $3 card is rather too strong for a Way. Most of the Ways which have an effect that's independent of the card on which they are used would be too weak as a $2 kingdom card. (Mouse and Worm are the only real exceptions to this rule IMO.)
And I think that's a sensible design decision, so that you don't buy a random $2 kingdom card solely to use it as the Way.
Title: Re: Actually Passable Card Ideas
Post by: crj on January 30, 2021, 03:20:02 pm
Thanks to the plague, I've still not managed to try Menagerie, but my initial instinct is that buying $2 kingdom cards in order to play them as a Way sounds like an interesting twist to gameplay rather than something broken?

(I also want to see what happens with Ways and Ruins, of course!)
Title: Re: Actually Passable Card Ideas
Post by: AJD on January 31, 2021, 03:34:25 am
Way Of The Beaver
+$2
+1 Buy

Appearing alongside Monkey or Sheep is the only real problem with it.

That's not really a problem, as it's not recommended to have several Ways in one game. ;)

However, Beaver's effect is identical to playing Woodcutter, which while weak for a $3 card is rather too strong for a Way. Most of the Ways which have an effect that's independent of the card on which they are used would be too weak as a $2 kingdom card. (Mouse and Worm are the only real exceptions to this rule IMO.)
And I think that's a sensible design decision, so that you don't buy a random $2 kingdom card solely to use it as the Way.

I think Way of the Horse is an obvious exception here—the existence of Ride suggests Horse is not too weak for a $2 kingdom card. (And I've definitely bought Poor Houses just so I could use them according to the Way of the Horse.)

And Worm is definitely too weak for a $2 kingdom card. Way of the Worm is to Monument roughly as Ruined Market is to Woodcutter.
Title: Re: Actually Passable Card Ideas
Post by: Holger on January 31, 2021, 10:03:56 am
Way Of The Beaver
+$2
+1 Buy

Appearing alongside Monkey or Sheep is the only real problem with it.

That's not really a problem, as it's not recommended to have several Ways in one game. ;)

However, Beaver's effect is identical to playing Woodcutter, which while weak for a $3 card is rather too strong for a Way. Most of the Ways which have an effect that's independent of the card on which they are used would be too weak as a $2 kingdom card. (Mouse and Worm are the only real exceptions to this rule IMO.)
And I think that's a sensible design decision, so that you don't buy a random $2 kingdom card solely to use it as the Way.

I think Way of the Horse is an obvious exception here—the existence of Ride suggests Horse is not too weak for a $2 kingdom card. (And I've definitely bought Poor Houses just so I could use them according to the Way of the Horse.)

And Worm is definitely too weak for a $2 kingdom card. Way of the Worm is to Monument roughly as Ruined Market is to Woodcutter.

Yes, you're right about Way of the Worm. I somehow thought it was nonterminal, but of course it's not and therefore too weak for $2.
 
Ride is an Event, not a kingdom card, and therefore can afford to be more narrow. Since Experiment gives you 2 "Horses" for $3, a single Horse as a $2 kingdom card seems rather underpowered to me. It would also be significantly worse than Encampment.

But sure, it may be a good deal for $1 if Poor House is in the Kingdom and you have spare buys.
Title: Re: Actually Passable Card Ideas
Post by: LittleFish on January 31, 2021, 12:38:11 pm
Way Of The Beaver
+$2
+1 Buy

Appearing alongside Monkey or Sheep is the only real problem with it.

That's not really a problem, as it's not recommended to have several Ways in one game. ;)

However, Beaver's effect is identical to playing Woodcutter, which while weak for a $3 card is rather too strong for a Way. Most of the Ways which have an effect that's independent of the card on which they are used would be too weak as a $2 kingdom card. (Mouse and Worm are the only real exceptions to this rule IMO.)
And I think that's a sensible design decision, so that you don't buy a random $2 kingdom card solely to use it as the Way.

I think Way of the Horse is an obvious exception here—the existence of Ride suggests Horse is not too weak for a $2 kingdom card. (And I've definitely bought Poor Houses just so I could use them according to the Way of the Horse.)

And Worm is definitely too weak for a $2 kingdom card. Way of the Worm is to Monument roughly as Ruined Market is to Woodcutter.

Yes, you're right about Way of the Worm. I somehow thought it was nonterminal, but of course it's not and therefore too weak for $2.
 
Ride is an Event, not a kingdom card, and therefore can afford to be more narrow. Since Experiment gives you 2 "Horses" for $3, a single Horse as a $2 kingdom card seems rather underpowered to me. It would also be significantly worse than Encampment.

But sure, it may be a good deal for $1 if Poor House is in the Kingdom and you have spare buys.
If ride is justification for something with the text of horse to cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), then Delve could be an excuse for silvers to cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and not cost a buy
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on February 01, 2021, 06:53:33 am
Musician - Action $4
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
<...Songs...>

I liked LittleFish's Musician and Songs idea, so I refined the list of songs and printed them out to play with. I decided I didn't want attack-songs, and I tried to balance them so they'd all be either $5s or strong $4s if they weren't one-shots. So, here's the list of songs I'm using:
(I also added +$1 to Musician.)

Quote
Folk Tune
$3 - Action - Song
+4 Villagers.
Return this to the bottom of the Song pile.
Yeah, it's pretty much Acting Troupe. I thought 5 Villagers at once was slightly excessive.
Quote
Royal Fanfare
$3 - Action - Song
You may play an action card from your hand twice. Return this to the bottom of the song pile.
(This one is the same as LittleFish had it, except for the cost.)
Quote
Cheerful Chorus
$3 - Action - Song
+1 Card, +1 Action, +$1, +1 Buy.
Return this to the bottom of the Song pile.
<a Market song. I wanted the Songs to be a little stronger than a Peddler effect so I added +buy to LittleFish's mundane song.>
Quote
Hymn
$3 - Action - Song
+2 Cards.
Trash up to 2 cards from your hand. Return this to the bottom of the Song pile.
Quote
March
$3 - Action - Song
+$1.
You may discard cards from your deck until you discard an Action card. Look through your discard pile and play an Action card from it. Return this to the bottom of the Song pile.
<a Peddler variant-version of the Event>
Quote
Masquerade Dance
$3 - Action - Song
+1 Action. +2 Cards.
Each player with any cards in hand passes one to the next such player to their left, at once. Return this to the bottom of the Song pile.
Quote
Peaceful Serenade
$3 - Action - Duration - Reaction - Song
+$1.
At the start of your next turn: +2 Cards and return this to the bottom of the Song pile.
-
When another player plays an attack, you may reveal this from your hand or from play to be unaffected by the attack.
Quote
Victory Anthem
$3 - Action - Song
+$3. +1 VP.
Return this to the bottom of the Song pile.
Quote
Heroic Ballad
$3 - Action - Song
Trash a card from your hand. Gain a Treasure to your hand costing up to $3 more than the trashed card. Return this to the bottom of the Song pile.
<Mine-song, but slightly stronger since you can trash any card.>
Quote
Haunting Melody
$3 - Action - Song
+4 Cards.
Put a card from your hand on top of your deck. Return this to the bottom of the Song pile.
Quote
Sea Shanty
$3 - Action - Duration - Song
+$2, +1 Buy.
At the start of your next turn: +$2 and return this to the bottom of the Song pile.
<roughly a Merchant Ship song>
Quote
False Note
$1 - Action - Song
+1 Action. +$1.
Discard a card. Gain a Song. Return this to the Song pile and then shuffle the Songs.
I debated whether I wanted a version of LittleFish's Unfinished Work, but I thought of having it gain you another song, and then it's not so feelsbad. After all, good musicians know to keep on playing when they hit a false note.
That's 12. I use 2 copies of Cheerful Chorus and Royal Fanfare to make it 14 total, and in 3+ player games, I add a second copy of False Note.

After playing with it a couple times, I decided I might like another card or two that uses Songs, so here they are.
Quote
Music School
$5 - Action
+1 Card, +2 Actions.
Gain a Song.
Nice simple Bandit Camp variant.
And one more I'm considering but haven't printed yet:
Quote
Choir Singer
+1 Card, +1 Action.
If you have more than one Choir Singer in play, you may gain a Song. If you don't gain a song, +$1.
(I just realized it's a little weird for Choir Singers to play a Royal Fanfare, but whatever...)

Thanks, LittleFish, for the idea to run with.
Title: Re: Actually Passable Card Ideas
Post by: pubby on February 18, 2021, 04:03:27 pm
Hillfort - Project-  $5
During other players' turns, you are only affected by the first Attack they play per turn.

Edit: cheaper
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on February 18, 2021, 04:33:52 pm
Hillfort - Project-  $7
During other players' turns, you are only affected by the first Attack they play per turn.
Doesn't need to cost $7.  Probably would be fine at $5.
Title: Re: Actually Passable Card Ideas
Post by: crj on February 19, 2021, 08:07:35 pm
Even $5 sounds too pricey to me. Maybe $3 or even $2?
Title: Re: Actually Passable Card Ideas
Post by: pubby on February 19, 2021, 10:27:35 pm
I suppose the project's only good on certain kingdoms, and otherwise is not worth spending $5 on. Here's a different attempt:

Valleyfort - Project - $5
When another player plays an Attack card, you may spend 1 Villager to be unaffected by it. When you buy this, +5 Villagers.
Title: Re: Actually Passable Card Ideas
Post by: crj on February 20, 2021, 01:22:04 am
That's a strange one. The first half feels like a Project, but the second half feels like an Event.

It's almost like you want another kind of token, alongside Coffers and Villagers, which you can discard to avoid an attack. But that feels like such a passable idea Donald X has surely tried it. It's not in a set, so maybe it actually sucks? (-8
Title: Re: Actually Passable Card Ideas
Post by: Commodore Chuckles on February 20, 2021, 09:51:21 am
Sad thought of the day: every single fan card ever posted on this site is an idea Donald has already come up with and rejected.
Title: Re: Actually Passable Card Ideas
Post by: silverspawn on February 20, 2021, 10:30:38 am
Sad thought of the day: every single fan card ever posted on this site is an idea Donald has already come up with and rejected.

Fortunately, this is completely untrue. It's untrue because there are too many cards, because some of them are better than original cards, and because some cards have essentially been made after first being posted here.
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on February 20, 2021, 10:39:10 pm
I think maybe Hillfort should prevent the first attack from affecting you instead of everything-but.  Works better on a board with no Villages and only terminals, etc.  And it's a lot more likely to do *something* in general, while the best case scenario isn't as great.  And if it's Militia or Raider, both fail equally well at preventing two copies, but at least the prevent-the-first will prevent the whole thing a *lot* of the time.
Title: Re: Actually Passable Card Ideas
Post by: Commodore Chuckles on February 20, 2021, 10:55:41 pm
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on February 20, 2021, 11:02:13 pm
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?

Both times it's a card with the "attack" type.  I don't know if the issue has ever come up before, but presumably online Dominion gives you the option to reveal Moat for no particular reason?
Title: Re: Actually Passable Card Ideas
Post by: Commodore Chuckles on February 21, 2021, 09:17:06 am
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?

Both times it's a card with the "attack" type.  I don't know if the issue has ever come up before, but presumably online Dominion gives you the option to reveal Moat for no particular reason?

That's what I would have thought, but the new Noble Brigand says "When you buy this, do its attack", which implies that the "attack" is only the part of the card that affects other players. If you word it as "the first Attack card they play", there's no confusion, but if you word it as "the first Attack they play", then...
Title: Re: Actually Passable Card Ideas
Post by: Minotaur on February 21, 2021, 11:35:02 am
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?

Both times it's a card with the "attack" type.  I don't know if the issue has ever come up before, but presumably online Dominion gives you the option to reveal Moat for no particular reason?

That's what I would have thought, but the new Noble Brigand says "When you buy this, do its attack", which implies that the "attack" is only the part of the card that affects other players. If you word it as "the first Attack card they play", there's no confusion, but if you word it as "the first Attack they play", then...

The real question is why Noble Brigand was updated to still exist.
Title: Re: Actually Passable Card Ideas
Post by: mathdude on February 21, 2021, 12:02:48 pm
I think the updated wording for the Noble Brigand is actually less clear than it was before. Previously, when buying, the attack happens but it isn't playing an attack card so it cannot be reacted to by Moat or similar. This is consistent with on-buy "attacks" such as Ill-Gotten Gains.

Now, "do its attack" is ambiguous. "Do" is not a clearly defined word (unless it does clarify in the revised printing). It sort of sounds like you could react with Moat. But I would still be inclined to say you cannot react because it is not playing an attack card.

If the intent was that you can react when it is bought, it would likely say "when you buy this, play it" (I know, that gives you an extra coin, but maybe that would be a benefit to offset the fact that people can now react to it).
Title: Re: Actually Passable Card Ideas
Post by: Jack Rudd on February 21, 2021, 01:27:23 pm
If you play 2 Giants in a row, first with Journey token face down then face up, which counts as the "first attack"?

Both times it's a card with the "attack" type.  I don't know if the issue has ever come up before, but presumably online Dominion gives you the option to reveal Moat for no particular reason?
More importantly, it gives you the option to reveal Horse Traders or play Caravan Guard.
Title: Re: Actually Passable Card Ideas
Post by: Holger on February 22, 2021, 07:59:37 am
Even $5 sounds too pricey to me. Maybe $3 or even $2?

Or give it a variable price, e.g. "This costs $2 per Attack kingdom pile in the game."
Title: Re: Actually Passable Card (shaped-thing) Ideas
Post by: LibraryAdventurer on February 22, 2021, 03:39:18 pm
I liked gambit05's Twins card, but I generally think most one-shots would be better as events, so here's my event version of gambit05's Twins card.

Quote
Collaborate
$5 - Event
Choose 2: +2 Coffers, +2 Horses, +2 Villagers, or 2 VP. (choices must be different)
Since there are no +buy tokens, I replaced that option with VP tokens, but I'm not sure how much this should cost. Could this cost $4?

(Now that I'm thinking about it more, maybe Twins is really better as the original one-shot card version, partly for the +buy, and partly so it can cost $2.)
Title: Re: Actually Passable Card (shaped-thing) Ideas
Post by: BBobb on February 22, 2021, 03:53:46 pm
Collaborate
$5 - Event
Choose 2: +2 Coffers, +2 Horses, +2 Villagers, or 2 VP. (choices must be different)

It should be worded like this:
Choose 2: +2 Coffers; or +2 Villagers; or +2VP; or gain 2 Horses.
Title: Re: Actually Passable Card Ideas
Post by: DunnoItAll on February 23, 2021, 09:58:10 am
Musician - Action $4
Gain a song to the top of your deck

Songs are in a single pile and shuffled. Unlike ruins, they are not in the supply, and their top card is face down. There is duplicates of each.
<...Songs...>

I liked LittleFish's Musician and Songs idea, so I refined the list of songs and printed them out to play with. I decided I didn't want attack-songs, and I tried to balance them so they'd all be either $5s or strong $4s if they weren't one-shots.

I liked LittleFish's idea, too, and I also liked your additions and refinements. I took them and re-themed them to Spells and added a little Mana token mechanic.  Since most of the Spells are terminals, I made it possible to play a Spell normally as an Action or using a Mana token (that then doesn't require or consume an Action). Mana tokens are gained each turn after you buy your first Spell-enabler (here, Wizard, Spellbook, or Young Wizard) - at the start of clean-up if you have $2 or more remaining, gain 1 Mana token.

You can see the mock-ups and rules at the bottom here: https://dominion-fantasy.weebly.com/

I tried to make sure and give credit where due.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on August 30, 2021, 01:40:48 am
Quote
125 Orcs
$4 - Action - Attack
+1 Card, +1 Action.
If you have an odd number of Orcs in play, each other player either discards a card or gains a Ruins to their hand (their choice). If you have exactly 250 Orcs (2 cards) in play, gain 125 Orcs. Otherwise, if you have an even number of Orcs in play, +$1.
EDIT: changed wording to clarify that the attacked person chooses.
There are 18 Orcs in the pile on top of 1 Orc Captain per player:
Quote
Orc Captain
$5 - Action
+$2.
Reveal the top 4 cards of your deck. Play all revealed Orcs and Ruins and put the rest back.
At the start of clean-up, you may trash a Ruins you have in play.
Title: Re: Actually Passable Card Ideas
Post by: emtzalex on August 30, 2021, 11:44:00 am
There are 18 Orcs in the pile . . .

Do you mean "2,250 Orcs"? :-)

Also, if the player hit by the attack is the one to choose between the two options, I think it needs to say that (see Torturer (http://wiki.dominionstrategy.com/index.php/Torturer)). It could say something like:

Quote from: 125 Orcs
If you have an odd number of Orcs in play, each other player either discards a card or gains a Ruins to their hand, their choice.

If the attacking player gets to choose the attack is too strong, as the first player to build an engine letting them play 9 of these in a row each turn will pin all the other players. That is much too easy to do with any cantrip, let alone a half-peddler.
Title: Re: Actually Passable Card Ideas
Post by: MiX on August 30, 2021, 12:02:55 pm
Is the orc captain considered an orc?

How serious is this?
Title: Re: Actually Passable Card Ideas
Post by: Timinou on August 30, 2021, 12:22:49 pm
Is the orc captain considered an orc?

I hope not! That would be scary, and would make it way better than Cultist.
Title: Re: Actually Passable Card Ideas
Post by: LibraryAdventurer on August 30, 2021, 08:15:52 pm
There are 18 Orcs in the pile . . .

Do you mean "2,250 Orcs"? :-)
yes :P

Also, if the player hit by the attack is the one to choose between the two options, I think it needs to say that (see Torturer (http://wiki.dominionstrategy.com/index.php/Torturer)). It could say something like:

Quote from: 125 Orcs
If you have an odd number of Orcs in play, each other player either discards a card or gains a Ruins to their hand, their choice.

If the attacking player gets to choose the attack is too strong, as the first player to build an engine letting them play 9 of these in a row each turn will pin all the other players. That is much too easy to do with any cantrip, let alone a half-peddler.
The player getting attacked chooses, like Torturer. My Torturer cards don't have that part in the parenthesis (I have 1st Ed. Intrigue). It doesn't need it. He just added it in the 2nd Ed. for extra clarification.
EDIT: Just checked the wiki page, and both torturers do have the "their choice" clause. I don't remember it having that, but I'll add it to the orcs.

Is the orc captain considered an orc?
I didn't think about that. Maybe it should say "except Captains". There is only one Orc Captain per player, but obviously one player could get all of them.

How serious is this?
not very.
Actually Passable Card Ideas is a thread for cards that could be decent to play with, so they're not "Really bad card ideas", but still not always entirely serious...