Fruit - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
You may play an Action card costing more than this from your hand. Then, +2 Cards.
Fur - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
+1 Card
+2 Actions
Ore - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Wood - Action Resource, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.Like Ruins, but useful. There are 7 copies of each, shuffled together and kept face down except for the top one. All 28 are used in every game, no matter how many players there are. They're added to the game in the same manner as Loot, whenever a card mentions Resources. They can be bought.
+1 Card
+1 Action
+1 Buy
-
When you gain or trash this, +1 Buy and +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
ResourcesSome cards use these to help build an engine, and some use the ever changing top card to make a varying effect that players can control.
Water Source - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost. +1 Card, +1 Action. If you have exactly 5 cards in hand, trash one of them.The only reason I put it there was to be symmetrical to the Ruins pile. Resources are useful unlike the Ruins, so they don't need a deck controller to soften them. It wasn't useful throughout the game; going late, Water Source on the top of the pile was a useless or even harmful card, which felt awful. It didn't belong.
Fruit - +2 Cards. Discard any number of cards. Draw until you have 5 cards in hand. You may put a card from your hand onto your deck for +1 Action.This version of Fruit was always draw to 5 and had those extra add-ons over time. It was making the Resources too independent, too strong by themselves, which would be boring; the kingdom cards could contribute little. So I changed it to the current weak lab (at (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)) to reverse this. Ore was similarly making the Resources independent. So it became plain Action Silver; OK at (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png).
Fur (was called Refuge) - +1 Card, +2 Actions. Discard a card.
Ore - + (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png). If you have a Resource or Gatherer in play, +1 Action.
Wood - +1 Card, +1 Action, +1 Buy.
Ancient Ruins - Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.The best card in your hand (probably) will be trashed for benefit, and you get to pick a nice reward.
Reveal your hand; the player to your left picks one of the cards. Trash it to choose two different things: +2 Cards; +2 Buys; +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png); +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +1 Buy, +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Trash the top card of your deck. Choose either +Cards or +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) equal to its cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).I was trying for casual randomness. Then I liked the randomness less, and reduced the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) reward to 1; it wasn't nice to have players get ahead by taking gambles. When I tired of it, I changed a WDC entry I did with the premise of the player to the left choosing a card in hand, replacing top-deck trash with it.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +1 Buy, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Reveal your hand. The player to your left picks one of the cards. Trash it to choose either +Cards or +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) equal to its cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).More control over the card trashed, but here was a good design lesson: the decision for the player to the left wasn't interesting. The better the card they had trashed, generally the better the payoff you got, so they had to weigh things up, using mental effort not related to their own strategy. So, the benefit had to be a constant. It became the current version.
Astronomer - Action Reserve,(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.This triggers on a shuffle, letting you pick any card to draw, so it's like a delayed cantrip. In exchange for the near immaculate reliability, it misses the shuffle.
+1 Action
Put this on your Tavern mat.
-
When you shuffle, you may call this, to first pick one of the cards and put it into your hand.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost. +1 Card, [same effects]There were times I felt the current version was a bit weak. This could trigger a reshuffle before going to the mat, and it was just less elegant.
Boundary Marker - Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.These have two ways of playing them, either put them in your deck to get payload, or put them on your Tavern mat to provide a late game passive boost to gaining Victories.
+1 Action
+1 Buy
+ (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png), or if you have another Boundary Marker in play, +(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
-
When you gain this, you may put it on your Tavern mat. while it's there, when you gain a Victory card costing (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) or more, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per empty Supply pile.
Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. Gain a Silver. Put this on your Tavern mat. / While this is on your Tavern mat, when you gain a card, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).It didn't feel different enough to Triumph or Goons. So I changed it to 2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for Duchies. Then I saw how an extra on-play effect with optional gain to Tavern mat created two modes and added on-play Estate milling for VP to stick to the Victories theme. The Tavern mat mode opened up to Victories costing (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)-(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), because Mirage Island is in the set.
Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. Choose one: gain an Estate; or trash an Estate from your hand for +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). / When you gain this, you may put it on your Tavern mat. While it's there, when you gain a Victory costing from (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) to (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).Then I liked the idea of adding empty Supply pile relevance to the set - for the player interaction theme - and changed the Tavern mat mode to 1VP per empty pile as it is now. This wanted to work on Provinces, so the cost range became (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)+.
Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +1 Action, +1 Buy. This turn, cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less. / When you gain this, you may put it on your Tavern mat. While it's there, when you gain a Victory card costing (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or more, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per empty Supply pile.The two modes clash, and that inflexibility between how many of each copy is best could open up. It became the current version.
Copse - Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost.After your Buy phase, when you may have run some piles down, you can call this gainer that's particularly good mid to late game.
+1 Action
Put this on your Tavern mat.
-
At the end of your Buy phase, you may call this, to choose one to gain: a card costing up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) from a pile with 5 or fewer cards in it; or a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), and if it's a victory card, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
Put this on your Tavern mat; you may immediately call it. / At the start of your turn, you may call this. When you call this, choose one to gain: a card costing up to (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) from a pile with 5 or fewer cards in it; or a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), and if it's (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or less, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).Late game comeback potential was the premise. The change to end of Buy phase call enabled more control over how empty piles were; you could get a pile down to 5 cards, then they're all gone by your next turn. The +(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) with all (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)-s was too much potential, so I made it work on (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)-(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)s, then just Victories since there's still a lot of Silvers and Resources. It got +1 Action because it likes stacking up a lot.
Craft - Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost.Change junk into Resources, or Resources into (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
+1 Action
Trash a card from your hand. If it was a Resource, +2VP. Otherwise, gain a Resource.
Action Gatherer, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Cost. +1 Action. Trash a card from your hand. If it was...Fruit, gain an Action; Ore, gain a Treasure; Fur (Refuge), +4 Cards; Water Source, +4(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png); Wood, +(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png); none of these, gain a Resource.If you were choosing to lose a Resource, what would you want instead? But between trashing Resources and simply playing them this was having you remember and weigh up 11 different possibilities! If I ever needed a card that causes analysis paralysis, I succeeded here. It became:
Action Gatherer, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost. Trash 2 cards from your hand. If both were Resources, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Otherwise, gain 2 Resources.Unnecessarily clunky, so it became the current version at (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). It went up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) when Resources went up to (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
Despoiled Village - Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost.Anything you gain can come with a free Village provided you have a copy in hand.
+1 Card
+2 Actions
-
In games using this, when you gain a card other than Despoiled Village, you may reveal a copy of it from your hand to gain a Despoiled Village.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost. +1 Card, +2 Actions. / If this is the first Despoiled Village you've gained this turn, each other player reveals their hand. Gain a copy of a revealed card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).Interactive, and Resources reduced the chance of hitting something nice. But the mirror play impetus wasn't too fun. So it became
[top same] / When you buy this, you may reveal a card from your hand costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) to gain a copy of that card.I later let it gain (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)s to try making it more exciting, but it was still bland; it liked you drawing terminal collisions and playing clumsily. So I changed it to:
[top same] / In games using this, when you gain a card, you may discard a copy of it to gain a Despoiled Village.Switching the gain parts around to gain the DV extra instead, so discarding cheap copies becomes more of an option. The current version opens up more viability.
Fissure - Action, (https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png) cost.
+5 Cards
+1 Buy
Change all further +Cards you get into +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) for the rest of the turn.
-
(https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png): return a Duchy from your hand to the Supply.
Heirloom: Climbing Rope
Climbing Rope - Action Treasure Heirloom, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.Fissure is a draw version of Snowy Village (http://wiki.dominionstrategy.com/index.php/Snowy_Village), converting all further +Card draw into (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) for the rest of the turn. It's bought in two stages, first get a Duchy, a blank (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) essentially, then swap it for this. Climbing Rope can help you dance around this change in various ways, like putting a collided terminal back or turning into +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png).
+2 Cards
+1 Action
Put a card from your hand onto your deck.
Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +4 Cards. Change all further +Cards you get into +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) for the rest of the turn.This was quite swingy depending on shuffle order. I then had a Reserve variant here in note form that called at start of turn for big draw that changed the rest to +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png), but that could kill the fun of the turn. Repository took its place. Then while thinking about another terminal draw card I came back to the original version, thought how an Heirloom could help the swinginess problem, and made Rope:
Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +3 Cards, +1 Buy. [same convert effect].Rope becoming an Action Treasure made sense soon after, and Plunder made it a Climbing Rope. I preferred the bigger draw on Fissure, as that was a large defining part of the premise. That would have to cost a fair bit more than (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), and the answer came when I decided to add (https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png) costs. Before the current version, I tried putting the Duchy on the Tavern mat; then I compared that to Distant Lands (http://wiki.dominionstrategy.com/index.php/Distant_Lands) to see that was too strong.
Rope: Treasure Heirloom, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost. [same effect]
Footman - Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.
+1 Card
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
You may trash this to gain a card to your hand costing up to (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
Heirloom: Sedan Chair
Sedan Chair - Treasure Heirloom, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.Peddler that can be downgraded for immediate power, be it a Resource or something else. Sedan Chair puts Resources in the game, and can Scheme one and/or itself.
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
This turn, you may put this and/or a Resource onto your deck when you discard them from play.
Treasure Heirloom, (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) cost. Choose one: move a Resource from its pile onto a kingdom pile with no other Resources on top; or rotate any Supply pile.Rotating opened up this interactive possibility. With Resources being decently useful, it may not have been overly harsh. But I felt that it was when a player's one copy of Sedan Chair wasn't in hand at the crucial moment.
Treasure Duration Heirloom, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost. Choose one: +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png); or at the start of your next turn, play a Resource in the Supply, leaving it there.A bit strong for starting with, but it inspired Mineral Deposit.
Hollow - Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost.
Choose one: trash all but 3 cards from your hand; or draw until you have 6 cards in hand.
Heirloom: Torch
Torch - Action Treasure Heirloom, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.Trash down from a big hand, like with Count (http://wiki.dominionstrategy.com/index.php/Count) but saving 3 cards. Or, draw up from a small one. Torch is Heirloom Necropolis (http://wiki.dominionstrategy.com/index.php/Necropolis); I know, you already thought of that card yourself.
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
If its your Action phase, +2 Actions.
Action Duration, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost. Either now or at the start of your next turn, choose one: draw until you have 6 cards in hand; or discard any number of cards for +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) each.The self synergy was strong, particularly when Throned, so the discard for (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) each became gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per card discarded. This didn't address the issue of analysis paralysis with 4 different play options; an issue to me at least.
Hostile Village - Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.
+3 Cards
+2 Actions
Trash a card you have in play that would be discarded during Clean-up this turn.
Heirloom: Trail Mix
Trail Mix Treasure Duration Heirloom, (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) cost.Hostile Village is a super powerful card, but at a hefty cost of trashing something in play; this will always mean itself if nothing else can go. Trail Mix is a now-or-next-turn Copper.
Either now or at the start of your next turn, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Key to the Past - Action Reaction, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) cost.Its power is unlocked either by an empty pile or by reacting to an opponent's trashing. Exchange means this could refill its own pile.
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
If any Supply pile is empty, +1 Card.
-
When another player trashes a card, you may exchange this from your hand for a card costing up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).
Mineral Deposit - Treasure Duration, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost.A +Buy now for a constant purpose, then a variable bonus next turn that opponents can control. Fur will still give +1 Action, and nothing different happens with Fruit. This card declares that there shall never be a Command Resource.
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+1 Buy
At the start of your next turn, play a Resource in the Supply, leaving it there and ignoring +1 Action.
Mirage Island - Victory Reaction, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.Victory that can move Victories out of the deck when it reacts, scoring at the same time.
2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
-
When another player gains a Victory card, you may put this and any number of Victory cards from your hand on your Tavern mat for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) each.
Pennant - Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.Fuse two Resources together by lining them up with this to create a customised (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)-cost powerful engine piece.
If you have 2 or more Resources on your Tavern mat, play 2 of them in either order, leaving them there. Otherwise, put 2 Resources from your hand on your Tavern mat (or reveal you can't).
Provisioner - Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)(https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png) cost.You get two cards on your deck, a card up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) paired with a Resource. Being a bit over (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)-strength, a Silver must make up some of the cost.
Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) onto your deck, then gain a Resource onto your deck.
-
(https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png): discard a Silver.
Action Reserve Gatherer, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. [same on-play effect] Put this on your Tavern mat. / During your turn, whenever you have any unused Actions, you may discard this from your Tavern mat for -1 Action.Sometimes you wanted it to stay on the mat, other times you wanted to get it back, which may have made an interesting decision with Acts. But you could play it multiple times during the same turn, and it wasn't strong enough to have to skip turns out of the deck; so a cheap (https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png) cost to delay it from the opening was the answer.
Repository - Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.
Put this on your Tavern mat.
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At the start of your turn, you may call this, to discard any number of Treasures, revealed, for +2 Cards each.
Heirloom: Locket
Locket - Treasure Heirloom, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.Repository is Reserve start-of-turn draw that varies with the number of Treasures in hand, discarding them out of the way. Locket is an Heirloom that passes around players; passing it on thins the deck, but keeping hold of them can make good payload.
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), or if you have another Locket in play, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
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When you trash this or discard it from play, if you haven't played a copy of it during the turn, put it in the player to your left's discard pile.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. Put this on your Tavern mat. / When any player plays an Action card, you may call this, [same effect].There could be adaptation to a new situation in an instant. It's a nightmare to program online, I guess, and also in solo tests I just ended up doing them at the start of the turn and that worked fine. It looked a bit weak for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). I tried one extra twist...
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost. Put this on your Tavern mat; you may immediately call it. / At the start of your turn, you may call this. When you call this, [same]....before Magnate (http://wiki.dominionstrategy.com/index.php/Magnate) was released, scaring me into the current version.
Seize - Action Attack Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.Attack downgrading a card into a Curse. Players only trash if there is a Curse in the Supply, and gain a Curse even if the card visits the trash but is moved.
At the start of your next turn, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). Until then, as long as there is a Curse in the Supply, each other player trashes the first card they discard from play on their turn to gain a Curse.
Action Duration Attack, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. Set aside a card from your hand. At the start of your next turn, trash it and gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) more than it. Until then, each other player exchanges the first card they discard from play on their turn that costs (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more with a Resource.I liked the Duration Expand concept, and may keep it by itself sometime. The Attack again rarely hurts, even though it will more likely hit. Or it forces decks into not-very-fun good stuff strategies.
Sponsor - Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)(https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png) cost.It replicates the (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) produced during the turn, ignoring Treasures and copies of itself. The cost adds Resources, and they guarantee that it can do something in every game. Each Resource supports it somehow, but the kingdom will still do the heavy lifting.
+(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've produced this turn other than with Treasures or Sponsors.
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(https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png): trash a Resource from your hand.
Curator - Action Gatherer, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost; +1 Buy, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per differently named Resource you have in play.It wasn't reliable enough, so I tried adding +1 Action. Still not there, so then a Treasure; the outtake Display Case.
Subsidy - Action Gatherer, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +1 Buy. Double your (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png). / When you gain this, gain a Resource.It similarly likes collecting all the Resources. But it was crazy strong. Doubling all (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) was quickly changed to ignore itself. Then the +Buy left; Wood is also in the game. Then the when-gain was too generous:
Sponsor - Action Gatherer, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +(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've produced with Actions other than Sponsor this turn. / When you gain this, you may trash a Resource from your hand.This still had scary moments. Adding (https://trello.com/1/cards/5e824ad1d3f17e3f7be5e8fc/attachments/60f867e8a66b798355372fdf/download/CardCostIcon.png) costs to the set addressed the low cost and the clumsy inclusion of Resources at the same time. The wording change of the on-play let (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) from landscapes be included and Action - Treasures not included.
Street Market - Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) cost.Woodcutter with Scheme to bottom of deck and optional putting gains at bottom of deck.
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
This turn, when you gain a card, you may put it at the bottom of your deck, and when you discard one of your cards from play, you may put it at the bottom of your deck.
Tinker - Action Reserve, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.It's a Reserve that triggers on a gain, Forging that gain with one other card in your hand. This gain could trigger another Tinker.
Put this on your Tavern mat.
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When you gain a card, you may call this, to trash that card and a card from your hand, then gain a card costing exactly the total cost of the two trashed cards.
Turban - Treasure Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.Treasure that digs for and plays an Action at the start of next turn.
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
At the start of your next turn, reveal cards from your deck until you reveal an Action. Discard the rest, then play the Action.
Vandal - Action Attack, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.A Torturer variant where the choice is discard a useful card (or Curse) or lose a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). A hand full of green or having all (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens taken prevents the attack.
+(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Each other player discards a non-Victory card or loses 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), their choice. (They may pick an option they can't do, revealing their hand if the former.)
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Setup: each player gets 8(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
Action Attack, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). You may discard a Rook for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). Each other player discards a non-Victory card costing (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or more or loses 2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), their choice. / Setup: each player gets 20(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).If two Rooks came together in one deck, in one hand, the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) loss was more likely. Still, Rook wanted to be Locket and take the bonus (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) onto itself. The rest was preserved and toned down in the current version.
Warband - Action Attack, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.This launches a random attack on opponents depending on the top card of their deck, like Clerk (http://wiki.dominionstrategy.com/index.php/Clerk) but with less control.
+3 Cards
Each other player with 5 or more cards in hand sets aside the top card of their deck face up, sets aside a card in their hand that shares a type (or reveals they can't), then puts the set aside cards onto their deck in any order.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost. +3 Cards. Each other player reveals the top card of their deck. If it's an... Action, they may discard an Action from their hand, and if they don't they trash it; Treasure, they discard down to 3 cards in hand; neither, they gain a Curse.If the top card reflected what was common in the deck, what would hurt? I thought of the current version before this got to testing; I favoured the elegance.
Warden - Action Duration Reaction, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) cost.This turn it sorts out the top of the deck, and next turn it also increases hand size by one. It can soften the blow of a variety of Attacks.
+1 Action
Now and at the start of your next turn: +2 Cards, then put a card from your hand onto your deck.
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When another player plays an Attack card, you may first play this from your hand.
Yurt - Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost.On gain, it puts itself and another card in play that would be discarded into your next turn's hand. Strong immediate boost, but weak afterwards.
+2 Actions
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
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When you gain this, set it aside. If you do, you may set aside a card you would discard from play this turn. At Clean-up, put the set aside cards into your hand after drawing.
Abandon - ActTrashing in the opening is very strong, but how big will the VP pile be allowed to get?
Once per turn, choose one: trash a card from your hand to put 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) here; or take all the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) from here.
Accommodate - ActOnce each turn, it can move an Action no longer needed out of the way or save one to play at a better time. It can play any number of saved Actions each turn, as if they were in hand.
You may play a non-Reserve Action card from your Tavern mat. Once per turn: you may put an Action from your hand on your Tavern mat for +1 Action.
Way of the Cat - You may put this on your Tavern mat. You may play an Action from your Tavern mat.Weird broken stuff could happen, like stacking up Adventures tokens easily. I then tried a cantrip Action, in this set:
Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) cost. +1 Card, +1 Action. Choose one: put an Action from your hand on your Tavern mat; or play an Action from your Tavern mat.The landscape form was reliable, there when the right Action to save was in hand or when the right time comes to play a saved one. I arrived at the Act version:
Act. +1 Action. Choose one: put an Action from your hand on your Tavern mat; or play an Action from your Tavern mat.This could just save everything and take deck control skill away. My first fix was taking the +Action off, but that was rarely useful. Finally it needed the non-Reserve clause added on for the likes of Wine Merchant (http://wiki.dominionstrategy.com/index.php/Wine_Merchant).
Accrue - ActSpend 3 Actions over time to Throne an Action card, ignoring all the +Actions so they can't just be Accrued straight back. Any kind of token will do, even the VP ones this set would provide, since no token goes on the Tavern mat otherwise. For tracking, the 2 spent tokens can be put on the Throned card.
Choose one: put a token on your Tavern mat; or remove 2 tokens from your Tavern mat to play an Action from your hand twice, ignoring the +Actions.
Choose one: add a token to your Tavern mat; or remove all tokens from your Tavern mat for +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) each.Distinguished from Sinister Plot, and trying to involve +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on an Act sensibly (I already had Descend for a +Card one). Too strong, so it changed to take 1 token off at once, so two uses got +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Ambush - ActSpend an Action to move it onto any Supply pile, and it stays there to show that all cards from that pile cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more, for everyone, all the time. If you don't like where it is, it'll cost you an Action to move it on.
Move this onto any Supply pile. (It stays there.) Cards from the pile cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more (before reductions).
Ascend - ActConvert Actions into (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), but not without building a decent deck.
The next time you gain a Duchy or Province this turn, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
Backtrack - ActThe deck becomes the discard pile, and the discard pile is shuffled into a new deck. Which is the better one to draw from next?
Once per turn: +1 Action. If your deck and discard pile both have cards in them, swap them over (shuffling your discard pile).
Way of the Fox - +1 Buy. You may put your deck into your discard pile.A landscape with the Chancellor effect. It's weak enough for an Act, and timing it could be controlled a bit better. I think I had shuffle discard pile into deck as a hovering idea, not in my notes, because of the shuffle synergies in the set. Just how I came to swapping deck and discard over I don't recall.
Conclude - ActConclude your Action phase (usually) by discarding your hand for some degree of profit.
Discard your hand. If you discarded any cards, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
Create - ActBuy a card immediately to potentially use immediately. A Treasure or Night is fine, but an Action needs you to have 2 Actions left, one for using this first. At the very least this is +1 Buy, just fancier.
Once per turn: play any number of Treasures from your hand. You may buy a card, gaining it to your hand.
Descend - ActOne optional Lab each turn at the cost of a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), getting to look at the card first in case it's bad. Or just move the top card of the deck on.
Once per turn: +1 Action. Discard the top card of your deck. You may put it into your hand; if you do, each other player gets +1VP.
Devise - ActScheme your next turn by saving cards for then, or use an immediate top-deck inspect effect.
+1 Action
Put a card from your hand onto your deck.
Disguise - ActA bit like a once per turn Way, change an Action into a different variable effect.
Once per turn: discard an Action to play a Resource in the Supply, leaving it there.
Embark - ActA lot of rules to clear up here, and I hope they're all correct! Cards played on the first turn stay in play, like with Journey (http://wiki.dominionstrategy.com/index.php/Journey); the hand is not discarded, and no extra ones are drawn; Actions, Buys and (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) are lost at the end of the first turn, after the skipped Clean-up; if other extra turns are played on the same turn, Embark is triggered by choosing to skip the Clean-up of any of those turns. It has several uses.
Once per turn: if the previous turn wasn't yours, skip Clean-up to take another turn after this one.
Envision - ActLike +3 Actions, but they only work between the Buy and Night phases.
After your Buy phase this turn, play up to 3 Action cards from your hand.
Forage - ActWhen the right Resource is on top, you can prioritise an Action on gaining it.
Gain a Resource.
Muster - ActAn option for economy to build especially for. One use makes getting the next one to work harder.
If you have more cards in play than in your hand, gain a Silver to your hand.
Negotiate - ActBy controlling where they store their (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), players can control how near the game is to ending.
Exchange an Estate, Duchy or Province in your hand with a different one of these cards, getting or losing (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens to make up the difference in worth. (You can't exchange if you can't lose enough tokens.)
Sort - ActRepeatable sift decreasing hand size.
+1 Action
Discard 2 cards for +1 Card.
Copse - Action Duration, $3 cost.Fine and balanced, it's just a bit boring. In this set especially, where there are a number of Treasureless strategies, meaning it hardly ever hurts to pick one up.
+1 Card
+1 Action
You may set aside a card from your hand face down. At the start of your next turn, if it's an...
Action card, play it:
non-Action Victory card, discard it for +1 Card;
neither, trash it.
Expedition Camp - Action Duration Gatherer, $4 cost.I liked the different functions this had. The randomness of the strength of the extra turn killed the interest, and I took the Resource gaining out and changed it into Embark.
If this is the first Expedition Camp you've gained this turn and the previous turn wasn't yours, take another turn after this one, and you draw 5 fewer cards for your next hand.
At the start of that turn, you may trash this to gain 3 Resources to your hand.
Expedition Camp - Action Reserve Gatherer, $4 cost.Double Masquerade is mean and often not nice to face. The top part is quite nice, sort of retained in Footman, and so is the two-shot concept.
Gain to your hand a Silver and 2 Resources. Put this on your Tavern mat.
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After you finish playing an Action, you may trash this from your Tavern mat. If you do, each player with at least 3 cards in hand passes 2 to the next such player to their left, at once.
Key to the Past - Treasure, $4 cost.There's a fair number of tfb cards in the set, and this could add an extra pile and involve Gold, which nothing else did. This behaves a bit like Potion I guess, a stop card that only grants access to select cards, only it's worse. Even at $2 cost, I didn't like it.
Cards in the trash cost $2 less this turn. You may buy a card from the trash.
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Setup: trash a Gold from the Supply per player, and put an extra Kingdom pile costing $5 in the trash.
Ravage - Action Attack Gatherer, $5 cost.Worsening a card in their hand into a Resource would often be a benefit, not an Attack. The Attack became Seize, the change card into Resource aspect became Disguise.
+ $3
Each other player discards a non-Victory card costing $3 or more from their hand (or reveals they can't) if there are any Resources in the Supply. Those who do gain a Resource to their hand.
Redoubt - Action Attack, $3 cost.
+ $2
Each other player may discard a Curse. Those who don't gain a Curse.
Heirloom: Rook
Rook - Treasure Curse Heirloom, $3 cost.Rook always wanted to be Locket, a more meaningful bonus for keeping hold of them than unreliably blocking an Attack. Changing Redoubt as a Curser less than $5 is a work in progress...
$1
-1VP
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When you trash this or discard it from play, put it into the player to your left's discard pile.
Sheikh - Action Duration Command, $4 cost.I like this, but this doesn't like a set with Reserves in it. It could move to Dynasties. Trail Mix was here simply because there was the text space.
At the start of your next turn, play a non-Duration, non-Command Action from the Supply costing up to $5, leaving it there.
Impostor - Action Attack, $5 cost.The set was missing a curser. For all its innovativeness, it didn't feel that different from other cursers. The Action discard bit was there to try making it more different, but the same Action could be discarded each time, a bit boring. It could try to take a random Action out of the shuffle, but wording that without tiny text...
Gain a Gold. Each other player gains a Curse onto their Tavern mat.
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In games using this, when a player shuffles, they put a Curse from their Tavern mat into the shuffle. If they do, they discard an Action from the shuffle (or reveal they can't).
Display Case - Treasure Gatherer, $5 cost.It wasn't too hard or too interesting to power this up. Sponsor achieves similar gameplay in a more exciting way.
+1 Buy
+$1 per differently named Resource you have in play.
Survivalist - Action Reserve Gatherer, $4 cost.This didn't quite achieve the best use of commanding the top Resource. It was good as a Reserve that stacked and waited until the right Resource was there, but the Village function detracted from that; sometimes whatever was top had to do, and the fun of the randomness was lost. Mineral Deposit replaced it; the consistency that cushions the randomness with MD is always getting some bonus next turn, often a +Card.
Choose one: +1 Action; or move the top Resource of the pile to the bottom. Put this on your Tavern mat.
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When you have 0 Actions left during your Action phase, call any number of Survivalists. For each one you call, play a Resource from the Supply, leaving it there.
Vagabond - Action Attack Duration, $4 cost.
At the start of your next turn, +2 Cards. Until then, when another player trashes a card, they gain a card costing at most $2 less than it.
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When you gain this, you may set it aside. If you do, play it.
Heirloom: Begging Bowl
Begging Bowl - Treasure Heirloom, $2 cost.I first thought an Attack countering trashing directly was something needed but missing from the game. Playing with it I saw why it doesn't exist; trashing is fun. Begging Bowl may well have added trashing to the game, but it was such a radical speedup with more players.
$1
You may let each other player trash a card from their hand for + $1.
Creed - Treasure Reaction Heirloom, $2 cost.This Heirloom was on Hostile Village so it always had trashing available. Trash it early to trim the deck, or keep it for more potential VP; it didn't work out that way, it was almost always going to be trashed asap, and that made it swingy as players sometimes got a free extra card removed from their deck and others didn't.
$1
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When you trash a card, you may trash this from your hand for +1VP per card you've trashed this turn.
Permit - Treasure Heirloom, $3 cost.This wanted a draw card to be bought to become a better Treasure, yet compromised $ needed to buy that draw. Not really worth doing. It was paired with Repository.
You may trash this. If you do, gain a Treasure to your hand costing up to $1 per card in your hand -2.
Adjourn - ActThis wants to be a Way for flexibility.
+1 Action
For the rest of the turn, set aside any cards you draw from +Cards face down. Put them into your hand at end of turn.
Declare - Act DurationA possibility for Acts with other types. This wasn't worth all the inelegant rules confusion, with sometimes creating unfun ways to get ahead.
Name a type. Until the end of your next turn, when any player gains a card with that type, they get +1VP.
Hire - Act AttackPure Attacks aren't popular. This could be made into a kingdom card with a self-bonus, though.
Each other player with 5 or more cards in hand discards a non-Treasure card (or reveals they can't).
Improvise - ActOption overload, analysis paralysis.
Once per turn: trash a card costing $3 or more from your hand. Gain a cheaper card; if you gained an Action or Treasure, you may set it aside, and if you do, play it.
Recall - ActA bit like Throne a card for 2 Actions, but it becomes a free +1 Card with Village. Accrue is the fix.
Once per turn: put a card you have in play that would be discarded this turn into your hand.
Most of my forays into card design have been looking at the strategy side, aiming for high skill. Then I was seeing low skill, less serious cards, my mind opened up to their appeal and I thought, how would I go about making them? I took some mechanics that seemed to fit, gelled them together, and now they've almost turned into an expansion.As an initial impression, Resources remind me a lot of Boons in that it is a random effect, which sounds fun and exciting for less skilled players, but ends up complicated enough that said players are unhappy trying to use them.
Refuge and Wood are nice.
QuoteRefuge - Action Resource, $2 cost.
+1 Card, +2 Actions. Discard a card. QuoteWater Source - Action Resource, $2 cost.
+1 Card, +1 Action. If you have exactly 4 cards in hand, trash one of them. QuoteOre - Action Resource, $2 cost.
+$2. If you have a Gatherer or another Resource in play, +1 Action. QuoteWood - Action Resource, $2 cost.
+1 Card, +1 Action, +1 Buy QuoteFruit - Action Resource, $2 cost.
+2 Cards. You may discard a card. Draw until you have 5 cards in hand. You may put a card from your hand onto your deck for +1 Action.
Display Case - Treasure Gatherer, $4 cost.Display Case becomes a Gold with a Buy for having the 3 cantrip Resources (Fruit, Water Source, and Wood) in play, so it will probably be incredibly good whenever you can get +Buys to feed it the good Resources. Getting the first move with Wood on top might be a big deal.
+1 Buy. +$1 per differently named Trinket you have in play.
Craft - Action Gatherer, $3 cost.Craft is a mess. The idea is surely to trash Resources for different benefits than they ordinarily produce (otherwise you'd rather play the Resource), but that makes the list incredibly difficult to internalize. In terms of the list itself: Fruit and Ore are awful, so trashing them for such gains is fantastic; Water Source is a silly number of VP (especially when it doesn't split); and Refuge and Wood make sense (+Cards because you don't need +Actions, +$ because you don't need +Buy). Trashing Coppers and Estates for a Resource is fun, though.
+1 Action. Trash a card from your hand. If it's a... Fruit, gain an Action; Ore, gain a Treasure; Refuge, +4 Cards; Water Source, +4VP; Wood, +$4; none of these, gain a Resource.
The positives include the casual randomness, and:Most of my forays into card design have been looking at the strategy side, aiming for high skill. Then I was seeing low skill, less serious cards, my mind opened up to their appeal and I thought, how would I go about making them? I took some mechanics that seemed to fit, gelled them together, and now they've almost turned into an expansion.As an initial impression, Resources remind me a lot of Boons in that it is a random effect, which sounds fun and exciting for less skilled players, but ends up complicated enough that said players are unhappy trying to use them.
Ore is a hard one to get right at $2 cost. Non-terminal $ points to Action Silver, but that's about $3 worth. So did I need to make terminality conditional or the amount of $? I went with terminality in the context of the other Resources' non-terminal presence.Refuge and Wood are nice.
QuoteRefuge - Action Resource, $2 cost.
+1 Card, +2 Actions. Discard a card. QuoteWater Source - Action Resource, $2 cost.
+1 Card, +1 Action. If you have exactly 4 cards in hand, trash one of them. QuoteOre - Action Resource, $2 cost.
+$2. If you have a Gatherer or another Resource in play, +1 Action. QuoteWood - Action Resource, $2 cost.
+1 Card, +1 Action, +1 Buy QuoteFruit - Action Resource, $2 cost.
+2 Cards. You may discard a card. Draw until you have 5 cards in hand. You may put a card from your hand onto your deck for +1 Action.
Water Source is fine, but very luck-based. Its trashing ability is challenging to activate at the best of times. Disallowing trashing Victory cards could be a better way to keep it in check.
Ore and Fruit are too complicated and weak compared to the others.
This started as a terminal Action at $3; too unreliable. Then non-terminal, then Treasure to be cleaner. It could well be $5 strong, I haven't quite nailed that down with testing yet.Display Case - Treasure Gatherer, $4 cost.Display Case becomes a Gold with a Buy for having the 3 cantrip Resources (Fruit, Water Source, and Wood) in play, so it will probably be incredibly good whenever you can get +Buys to feed it the good Resources. Getting the first move with Wood on top might be a big deal.
+1 Buy. +$1 per differently named Trinket you have in play.
So this card by its very premise isn't ideal for casual players by their having to remember it or consult it every play. Looking at some of the other cards in the set, maybe it's overall a bit more high skill than what I conveyed, but this does seem to be the worst offender. A shame, because I'm getting fun vibes from it.Craft - Action Gatherer, $3 cost.Craft is a mess. The idea is surely to trash Resources for different benefits than they ordinarily produce (otherwise you'd rather play the Resource), but that makes the list incredibly difficult to internalize. In terms of the list itself: Fruit and Ore are awful, so trashing them for such gains is fantastic; Water Source is a silly number of VP (especially when it doesn't split); and Refuge and Wood make sense (+Cards because you don't need +Actions, +$ because you don't need +Buy). Trashing Coppers and Estates for a Resource is fun, though.
+1 Action. Trash a card from your hand. If it's a... Fruit, gain an Action; Ore, gain a Treasure; Refuge, +4 Cards; Water Source, +4VP; Wood, +$4; none of these, gain a Resource.
Have you considered changing the color of the Resources? They bear a very strong resemblance to Treasures.I had, but went with it because there are no preview coins in the top corners, and I kind of liked the desert sand-ish colour. A light olive colour could do?
Assess - Act
+1 Action
Look at the top card of your deck; discard it or put it back.
Accommodate - Act
+1 Action
Choose one: put an Action card from your hand on your Tavern mat; or play an Action card from your Tavern mat.
Delegate - ActTurns out all of these don't actually consume Actions, just provide additional abilities.
Set aside any number of Actions with the same name from your hand, then pay them in any order.
Sheikh - Action Duration Command, $4 cost.
At the start of your next turn, play a non-Duration, non-Command Action from the Supply costing up to $5, leaving it there.
Heirloom: Staff
Staff - Treasure Duration Heirloom, $1 cost.
Either now or at the start of your next turn, + $1.
Astronomer - Action Reserve, $2 cost.
+1 Action
Put this on your Tavern mat.
-
When you shuffle, you may call this to first pick one of the cards and put it into your hand.
Just my two cents on the first set that you posted:Yeah, this might be the reasoning I need to bump Display Case to $5. I'll try it out.
- Display Case does look quite cheap, especially since 4 out of 5 of the Resources could be cantrips. There is of course some luck involved in being able to gain 5 differently named Resources, but with the +1 Buy of Display Case, you could look through the top 4 Resources in your Buy phase to hopefully find 1-2 that you don't already have.
- I agree with Fragasnap's comment about Craft being difficult to internalize, especially since it's not thematically obvious why, for instance, trashing Water Source would give you VP tokens. Just thinking out loud... would it be more user-friendly if the Resources themselves say what you gain when they are trashed with Craft (e.g. "When you trash this with Craft, gain...."); you could then simplify Craft to say "+1 Action. Trash a card from your hand. If it's a Resource, gain the bonus listed on it. Otherwise, gain a Resource." It'll just look a bit awkward in games that don't have Craft.
Accommodate combos rather well with Hireling.Are you thinking that the Hireling would be moved to the mat, then repeatedly commanded from the mat 'leaving it there'? 'Playing from the mat' I intend to mean move that card from the mat into play. So a Hireling would stay in play after being moved off, so it couldn't be repeated.
For the acts, they feel a little too automatic. All of them give at least +1 Action, so they will get played most turns (especially Assess). I feel like some of them shouldn't be non-terminal since they are too automatic right now. On the other hand, though, I think that this is a really really good idea.It's only that these 3 revealed ones are all non-terminal. I have terminal ones that aren't automatic in the set. One of those is an Act Duration; I'll see if I can show it next time.
It seems to me that Sheikh should be at least $5. The Heirloom also doesn't add anything.the heirloom adds a potential $1/$6 opening, thats not nothing
Assess is definitely "automatic" in that you'll always buy it every turn (why wouldn't you?) but there's still the interesting decision of WHEN during your turn to buy it. It might be more interesting if it were terminal, though.
It seems to me that Sheikh should be at least $5. The Heirloom also doesn't add anything.the heirloom adds a potential $1/$6 opening, thats not nothing
Assess is definitely "automatic" in that you'll always buy it every turn (why wouldn't you?) but there's still the interesting decision of WHEN during your turn to buy it. It might be more interesting if it were terminal, though.
I don't like Delegate, it is just free Actions.Fair point. I guess here I saw how the concept could work much better on an Act than an Action, and that compelled me to give it a go. Is it an interesting concept though? In testing I've been saying 'it would be nice to have Delegate now' on the odd occasion, but I could easily have been playing badly and wishing for easy mode.
Why does Delegate specify that you can play the set aside cards in any order? If it just said "...then play them.", would it be confusing?Just as speculative proofing against future different cards with the same name whilst not adding too many extra words. It also implies play one at a time, but '...play each of them' does that too.
It seems to me that Sheikh should be at least $5. The Heirloom also doesn't add anything.If Sheikh is $5 strong that will be annoying. It would lose a lot of purpose. I tried it at $5 and felt, 'why buy Sheikh when I can buy this $5 and use it straight away?' in each game. It would be just about the flexibility and start-of-turn advantage. Maybe I'm thinking wishfully.
Fruit - you may play an Action card costing more than this from your hand. Then, +2 Cards.The draw to X function made Resources too independent, so this having anti synergy with Resources should be an improvement.
Ore - +1 Action, + $2.Action Silver at $2 is daring, but one can't rely on getting them and by virtue of being a stop card it has weaknesses compared to the other Resources.
Craft - Action, $3 cost.In testing the first Craft, I came across a hand that could cause huge analysis paralysis with so many options, even with remembering each trash bonus. Playing each Resource was an option, as was trashing them, and that I guess could happen quite often.
Trash 2 cards from your hand. If they're both Resources, + $2 and +2VP; otherwise, gain 2 Resources.
Declare - Act Duration
Name a type. Until the end of your next turn, when any player gains a card with that type, they get +1VP.
Quote Hostile Village - Action, $5 cost. | Quote Creed - Treasure Reaction Heirloom, $2 cost. |
Ravage - Action Attack Gatherer, $5 cost.
+ $3
Each other player discards a non-Victory card costing $3 or more from their hand (or reveals they can't) if there are any Resources in the Supply. Those who do gain a Resource to their hand.
Ancient Ruins - Action, $5 cost.
+1 Buy
Trash the top card of your deck for +2VP. Choose either +Cards or +$ equal to its cost in $.
Declare: I assume that this means that you gain +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), not the opponents? Because as it is worded right now, they gain the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
Just a small question, how many copies are there of each Act. For Declare, it matters.
I start with Declare, that Act Duration I mentioned. You spend an Action, move it to the top row of your play area like an Action Duration card, and it stays there until the end of your next turn. Other players can't use it until then.
You are right. I thought it was when any other player did it, making it worthless.Declare: I assume that this means that you gain +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), not the opponents? Because as it is worded right now, they gain the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
That's the downside to prevent it from being OP. It makes that type worth +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) to you for two turns, but helps your opponents in the same way as well.
Thanks. Didn't notice that.Just a small question, how many copies are there of each Act. For Declare, it matters.
There's only one:I start with Declare, that Act Duration I mentioned. You spend an Action, move it to the top row of your play area like an Action Duration card, and it stays there until the end of your next turn. Other players can't use it until then.
If a player plays Declare, they can't play it again on their next turn, because it's already in play, right? Otherwise, they could just hog it for the whole game...I'm pretty sure that's how it works.
If a player plays Declare, they can't play it again on their next turn, because it's already in play, right? Otherwise, they could just hog it for the whole game...right, it'd still be in play and during clean up of their 2nd turn, it'd get returned, so the only way they could bogart it is if they were doing like outpost or mission turns with the sole purpose of bogarting declare.
Wording Changes:Craft and Hostile Village: sure.
Craft:
Trash 2 cards from your hand. If botharewere Resources, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png);.oOtherwise, gain 2 Resources.
For the first change, see Border Guard. For the change in punctuation, see Werewolf, Tormentor etc.
Hostile Village:
+3 Cards
+2 Actions
Trash a card you have in play that would be discardedatduring Clean-up this turn.
See any card that talks about Clean-up e.g. Village Green.
Creed:
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
--------
When you trash a card, you may trash this from your hand for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per card you've trashed this turn.
See Fool's Gold
Ravage:
+(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
If there are any Resources left in the Supply,eEach other player discards a non-Victory card costing (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or more (or reveals they can't)if there are any Resources in the Supply. Those who doand if they did, they gain a Resource to their hand.
For the move of the "if", see cards like City. For the second change, see Soothsayer.
Ancient Ruins:
+1 Buy
Trash the top card of your deck for +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Chooseeither +Cards, or +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) equal to its cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)one: +1 Card per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) is costs; or +(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) is costs.
I think it looks more like official Dominion cards.
Insignia - Treasure Duration, $5 cost.
$1
At the start of your next turn, reveal cards from your deck until you reveal an Action. Discard the rest then play the Action.
Warband - Action Attack, $5 cost.
+3 Cards
Each other player with 5 or more cards in hand reveals the top card of their deck, reveals a card in their hands that shares a type (or reveals they can't), then puts the revealed cards onto their deck in any order.
Descend - Act
+2 Cards
Each other player gets +1VP.
Hire - Act Attack
Discard a Treasure. If you do, each other player with 5 or more cards in hand discards a card.
there aren't any duration treasures because there are things that trash treasures in play. Most people suggest adding "if this is in play at the start of your next turn,"Wording Changes:Craft and Hostile Village: sure.
Craft:
Trash 2 cards from your hand. If botharewere Resources, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png);.oOtherwise, gain 2 Resources.
For the first change, see Border Guard. For the change in punctuation, see Werewolf, Tormentor etc.
Hostile Village:
+3 Cards
+2 Actions
Trash a card you have in play that would be discardedatduring Clean-up this turn.
See any card that talks about Clean-up e.g. Village Green.
Creed:
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
--------
When you trash a card, you may trash this from your hand for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per card you've trashed this turn.
See Fool's Gold
Ravage:
+(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
If there are any Resources left in the Supply,eEach other player discards a non-Victory card costing (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or more (or reveals they can't)if there are any Resources in the Supply. Those who doand if they did, they gain a Resource to their hand.
For the move of the "if", see cards like City. For the second change, see Soothsayer.
Ancient Ruins:
+1 Buy
Trash the top card of your deck for +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Chooseeither +Cards, or +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) equal to its cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)one: +1 Card per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) is costs; or +(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) is costs.
I think it looks more like official Dominion cards.
Creed: that was dumb of me.
Ravage: I wrote it how I did to try and be clear about stopping whenever the pile empties in the middle of the Attack. To me, rightly or wrongly, your version implies, 'first check there are any Resources in the Supply, then if there are, everyone discards'.
Ancient Ruins: yeah, your wording might be simpler, I chose what I did because I felt it was more elegant, with fewer $ symbols and no repetition.
(I look at such comparisons as Enchantress and Gatekeeper and see that Donald/whoever formats the cards isn't rigidly coded on how to structure the wording.)
And I confirm that what was concluded about Declare is correct. After one player finishes with it the player to the left can then use it, and if they do and play carries on like this, it's basically continuous. Just as long as this doesn't encourage mirror play too often...
Another reveal:
(https://trello-attachments.s3.amazonaws.com/5e88b5ebdca4eb2a73be5eec/5e89bbcbce0f3059587e8866/7774e7845ed06dfa963c8e97db7310e7/Insignia.png) (https://trello-attachments.s3.amazonaws.com/5e88b5ebdca4eb2a73be5eec/5fcd353326f83965f47c5f52/7ce8753bb12b057b7aad85b7879079f6/Warband.png) (https://trello-attachments.s3.amazonaws.com/5e88b5ebdca4eb2a73be5eec/5fc960daabfd083816793383/fa083d9c338ce0d5cc29a7842658cf37/ActDescend.png) (https://trello-attachments.s3.amazonaws.com/5e88b5ebdca4eb2a73be5eec/5fe51592f9b44a1e1919732e/5d74b6d788799328533d87d29d5b426c/ActHire.png)QuoteInsignia - Treasure Duration, $5 cost.
$1
At the start of your next turn, reveal cards from your deck until you reveal an Action. Discard the rest then play the Action.QuoteWarband - Action Attack, $5 cost.
+3 Cards
Each other player with 5 or more cards in hand reveals the top card of their deck, reveals a card in their hands that shares a type (or reveals they can't), then puts the revealed cards onto their deck in any order.QuoteDescend - Act
+2 Cards
Each other player gets +1VP.QuoteHire - Act Attack
Discard a Treasure. If you do, each other player with 5 or more cards in hand discards a card.
Insignia digs for an Action at the start of next turn, and it's a Treasure so it can't dig for itself.
Warband launches a random Attack on each opponent, depending on the top card of their deck.
Descend is a simple Act. Will you drop a point to play a Smithy?
Hire makes more of extra types on Acts. It's an Attack; whilst not a card in play, it is still 'playing an Attack card' for all the Moats, Lighthouses, Horse Traders, etc. Tell me that's convoluted and landscapes should never count as played cards.
I'll have to do the next reveal a while later than usual, as my computer screen has gone from funny to unusable.
Thanks again for your feedback!
there aren't any duration treasures because there are things that trash treasures in play. Most people suggest adding "if this is in play at the start of your next turn,"
(https://trello-attachments.s3.amazonaws.com/5e88b5ebdca4eb2a73be5eec/5fcd353326f83965f47c5f52/7ce8753bb12b057b7aad85b7879079f6/Warband.png)
Each other player with 5 or more cards in hand sets aside the top card of their deck and a card from their hand that shares a type with it (or reveals they can't), then puts the set aside cards onto their deck in any order.
Yes, thanks for this, changed.(https://trello-attachments.s3.amazonaws.com/5e88b5ebdca4eb2a73be5eec/5fcd353326f83965f47c5f52/7ce8753bb12b057b7aad85b7879079f6/Warband.png)
As worded, you topdeck your hand if you don't have any cards that share a type with the top card of your deck (because you "reveal you can't", in which case "the revealed cards" includes your whole hand).
To fix this, I recommend this wording:QuoteEach other player with 5 or more cards in hand sets aside the top card of their deck and a card from their hand that shares a type with it (or reveals they can't), then puts the set aside cards onto their deck in any order.
I think Delegate would be much more interesting if it was differently named cards instead of duplicates. Encouraging monolithic strategies is kinda boring, tbh.I agree here, but also understand segura's point that it's just granting free Actions. Which is better, your suggestion or:
+2 Actions
Each other player gets +1VP
there aren't any duration treasures because there are things that trash treasures in play. Most people suggest adding "if this is in play at the start of your next turn,"On this point, there are a few other cards that can cause tracking concerns in the set; Hostile Village is another. So I've been a little easy on the issue here, but not overboard.
Tinker - Action Reserve, $6 cost.
Put this on your Tavern mat.
-
When you gain a card, you may call this, to trash that card and a card from your hand, then gain a card costing exactly the total cost of the two trashed cards.
Expedition Camp - Action Duration Gatherer, $4 cost.
If this is the first Expedition Camp you've played this turn and the previous turn wasn't yours, take another turn after this one, and you draw 5 fewer cards for your next hand.
At the start of that turn, you may trash this to gain 3 Resources to your hand.
Despoiled Village - Action, $4 cost.
+1 Card
+2 Actions
-
When you buy this, you may reveal a card from your hand costing up to $4 to gain a copy of that card.
Dig - Act
Gain a non-Victory card from the trash. If it costs $2 or less, + $1.
Forage - Act GathererTinker waits until you gain a card, then Forges it with another card in your hand. That's proven strong and worthy of $6 cost.
Gain a Resource.
Copse - Action Duration, $3 cost.
+1 Card
+1 Action
You may set aside a card from your hand face down. At the start of your next turn, if it's an...
Action, play it:
non-Action, Victory, discard it for +1 Card;
neither, trash it.
Street Market - Action, $5 cost.
+1 Buy
+ $2
This turn, when you gain a card, you may put it at the bottom of your deck.
At Clean-up, you may put one of your cards at the bottom of your deck when you discard it from play.
Provisioner - Action Reserve Gatherer, $5 cost.
Gain a card costing up to $5 onto your deck, then gain a Resource onto your deck. Put this on your Tavern mat.
-
During your turn, whenever you have any unused Actions, you may discard this from your Tavern mat for -1 Action.
Offer - Act
Choose a card in the Supply costing up to $4. The player to your left may gain it. If they do, +2VP.
The last part of Street Market should be worded like Scheme: "This turn, you may put one of your cards at the bottom of your deck when you discard it from play."So you could fuse the two sentences together?
This turn, you may put one of your cards at the bottom of your deck when you discard it from play, and when you gain a card, you may put it at the bottom of your deck.
I think Offer should give either +1 Action or some sort of consolation prize if it whiffs.This makes sense. +1 Action might be the consolation itself, since then there is a potential cost and no automatic use in the opening.
I agree that Despoiled Village could probably gain (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)s and still be balanced. You have to hold back from playing that (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) in order to gain one with Despoiled Village, after all.I've changed it to this now.
Warden - Action Duration Reaction, $3 cost.
Now and at the start of your next turn:
+2 Cards
Put a card from your hand onto your deck.
-
When another player plays an Attack card, you may play this from your hand.
Quote Wanderer - Action, $4 cost. | Quote Boomerang - Treasure Heirloom, $2 cost. |
Quote Redoubt - Action Attack, $3 cost. | Quote Rook - Treasure Curse Heirloom, $3 cost. |
Quote Vagabond - Action Attack Duration, $4 cost. | Quote Begging Bowl - Treasure Heirloom, $2 cost. |
Improvise - Act
Trash a card costing $3 or more from your hand. Gain a cheaper card; if you gained an Action or Treasure, you may set it aside, and if you do, play it.
Ambush - ActWarden sorts the top of your deck out a bit, and draws a card next turn like Caravan. If you react to an Attack with it, it can be non-terminal and you can potentially defend yourself as well.
Move this onto any Supply pile. (it stays there.) Cards from the pile cost $1 more (before reductions).
Boundary Marker - Action Reserve, $5 cost.
You may trash a Victory card from your hand for +2VP. If you don't, gain an Estate for +1VP.
-
When you gain this, you may put it on your Tavern mat. while it's there, when you gain a Victory card costing from $3 - $6, +1VP.
Quote Repository - Action Reserve, $5 cost. | Quote Permit - Treasure Heirloom, $3 cost. |
Accrue - Act
Choose one: put a token on your Tavern mat; or remove all tokens from your mat for + $1 each.
Devise - ActBoundary Marker has two modes of play, gain and trash Victories for extra VP or grant a passive VP bonus for Duchies and kingdom Victories. Which will give you more? Judge the speed of the game.
+1 Action
Put any number of cards from your hand onto your deck.
Quote Fissure - Action, $5 cost. | Quote Rope - Treasure Heirloom, $2 cost. |
Mirage Island - Victory Reaction, $4 cost.
2VP
-
When another player gains a Victory card, you may put this and any number of Victory cards from your hand on your Tavern mat for +1VP each.
Subsidy - Action Gatherer, $5 cost.
+1 Buy
+ $1 per $1 you've produced with Actions other than Subsidy this turn.
Conclude - Act
Discard your hand for + $3.
Create - ActFissure is big terminal draw that terminates the rest of your draw. Rope can help line it up well, sort out terminal collisions, provide some money when played after a Fissure, a useful and diverse little thing.
Play any number of Treasures from your hand. You may buy a card, gaining it to your hand.
Survivalist - Action Reserve Gatherer, $5 cost.
+1 Card
+1 Action
Put this on your Tavern mat.
-
When you have 0 Actions left during your Action phase, call any number of Survivalists. For each one you call, play a Resource from the Supply, leaving it there.
Maroon - Act
Choose one: trash a card from your hand to put 1VP here; or take all the VP from here.
Recall - ActSurvivalist is a Resource on demand. When you hit 0 Actions you can call it to do more with your turn, but whatever the top Resource happens to be can influence how many you call when. 'Call any number of Survivalists' wording because you couldn't call a stack of them one at a time; once you call one you'd very likely have an Action left.
Put a card you have in play that would be discarded this turn into your hand.
Expedition Camp - Action Reserve Gatherer, $4 cost.
Gain to your hand a Silver and 2 Resources. Put this on your Tavern mat.
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After you finish playing an Action, you may trash this from your Tavern mat. If you do, each player with at least 3 cards in hand passes 2 to the next such player to their left, at once.
Envision - Act
After your Buy phase, you may play Actions from your hand (that don't use an Action).
Ancient Ruins is cool, obviously it have some issue with big victory cards but if durring the plyatest it's not bought because of the effect, you can reduce the cost (so it will be played in verry special strategy where you don't want Victory cards) or just let the choice to the player "look at the top card of your deck, then you may tras it..."The bottom line is Ancient Ruins is about chance unless you can control the top card of the deck. I thought, do I really want to reward chance strategies with VP? When I started this set maybe, but as I've developed it and further liked the high skill possibilities in it, I've tried to lessen the chance part. Here's a variant idea I had:
Ancient Ruins - Action, $5 cost.Player interaction rather than chance, and possible interest in choosing which bonuses when.
Reveal your hand; the player to your left picks one of the cards. Trash it to choose two different things: +2 Cards; +2 Buys; + $2; +2VP.
Astronomer is verry elegant, it's a nice card that really feel like dominion. I think there is a mistake on the wording: "to first pick one of the cards from your discard pile ..."I took a leaf from Star Chart for the wording, 'you may pick one of the cards to go on top'. Sometimes you can shuffle whilst leaving some of the discard pile out, like with Inn and Annex, so the interaction there is a bit stronger.
Copse is cool. I have nothing to say about the balance but I have something to say about the wording. I think you should just say "victory card": since there is no "action-duration-victory" it will never ba a tracking nightmare, it will not afect the balance of the card and make it more elegant. An other point about this card is that it should say "An action card" or "a victory card"I'd like to be able to say just 'Victory', but I also want to be safe from theoretical Duration Victories (I have one in another expansion I made) and this was the most elegant solution I thought of. I didn't think '...card' was necessary, but this made me check and I was wrong, it is a consistent wording rule. So:
Hollow - Action Duration, $3 cost.Flexible to fit the adaptation theme, with plenty of synergy within the set.
Either now or at the start of your next turn, choose one: draw until you have 6 cards in hand; or discard any number of cards for + $1 each.
Key to the Past - Treasure, $4 cost.A recent WDC entry to replace Dig. When good things were visiting the trash, Dig made things a bit too easy to get them back. So this Kingdom pile calls for more commitment to a repeating tfb strategy. And when there isn't tfb, there is still a unique card this can access.
Cards in the trash cost $2 less this turn. You may buy a card from the trash.
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Setup: trash a Gold from the Supply per player, and put an extra Kingdom pile costing $5 in the trash.
Adjourn - ActShould it be a Way? It gets more flexibility then, but this is simpler to grasp.
+1 Action
For the rest of the turn, set aside any cards you draw from +Cards face down. Put them into your hand at end of turn.