Succession • @6* • Confusion
When you gain this, if it's your turn and you don't have a marker on the Succession pile, +% equal to the amount of debt you have and place your marker on the pile; if it's not your turn, +6%.
When this pile is empty, the game ends.
This costs @1 less for each marker on its pile.
(https://i.imgur.com/8UILxX6.png)
There's no Dolmen pile. They just go under all the other piles.
supply, not kingdom. so 17 at minimum, potentially 22 if potions/colonies/yw/looters(https://i.imgur.com/8UILxX6.png)
There's no Dolmen pile. They just go under all the other piles.
Wouldn't that meant there are 10 of them (barring Looters/Young Witch)?
(https://i.imgur.com/8UILxX6.png)
There's no Dolmen pile. They just go under all the other piles.
Technically, any Victory card posted here would count, right? They either have 8 or 12 cards in them, and not 10. Would this count (just making sure)?Yes, any victory card pile is eligible. I didn't want to make this contest too exclusionary, but considering "style in meeting the requirement": submissions like Rats would have potential to score more highly than say Gardens.
I take it there needs to be a good reason for having something other than 10 cards? I.e., just making a random card and saying "there's 12 of these in the pile" wouldn't work?A good reason for changing the pile amount would be appreciated; I'll be analysing for this, and no one likes complexity for complexity's sake.
Would split piles count, since there's only 5 of each part, or would they not count since it's still a pile with 10 cards?
Resources - all Action Resource type, $2 cost.These Resources are a Supply pile that behave just like Ruins. 10 of each, shuffled at game start and only the top is seen. But unlike Ruins, all 50 are used in every game (see Expedition Camp). They're designed to create a bit of randomness whilst letting every kind of engine component be available in a game.
Fruit - You may play an Action card that costs more than this from your hand. Then, +2 Cards.
Ore - +1 Action, + $2
Refuge - +1 Card, +2 Actions, Discard a card.
Water Source - +1 Card, +1 Action, If you have exactly 5 cards in hand, trash one of them.
Wood - +1 Card, +1 Action, +1 Buy
Expedition Camp - Action Duration Gatherer, $4 cost.An Outpost variant that can be trashed for a random hand of 3 cards on the bonus turn. Only the first Expedition Camp played on a turn gives the bonus turn, but each extra Camp played can be trashed on the bonus turn for 3 more Resources to hand.
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.
Subsidy - Action Gatherer, $5 cost.Duplicate the $ all your other Actions have made. All the Resources help support it in some way, but the order of the Resources may dictate how relevant it becomes to a game. You have to buy the Resources yourself or gain them with another Gatherer.
+1 Buy
+ $1 per $1 you've produced with Actions other than Subsidy this turn.
Shouldn't Subsidy say something like "Gain a Resource."?
Shouldn't Subsidy say something like "Gain a Resource."?
Maybe it just adds them to the kingdom so you can buy them?
(https://i.ibb.co/LxwJ0RK/Revenant.png) | Revenant $2 - Action Quote
|
(https://i.ibb.co/xF23MVM/Revenant.png) | Revenant $2 - Action Quote
|
Just wondering, but why cant this have a normal pile size?
My Submission:
(https://i.ibb.co/xF23MVM/Revenant.png) Revenant
$2 - ActionQuote
+2 Actions
+1 Buy
+1 Card per empty Supply pile.
Return this to the Supply at
the start of Clean-up.
---------------------------
Setup: 2 copies per player.
My Submission:
(https://i.ibb.co/xF23MVM/Revenant.png) Revenant
$2 - ActionQuote
+2 Actions
+1 Buy
+1 Card per empty Supply pile.
Return this to the Supply at
the start of Clean-up.
---------------------------
Setup: 2 copies per player.
My Submission:
(https://i.ibb.co/xF23MVM/Revenant.png) Revenant
$2 - ActionQuote
+2 Actions
+1 Buy
+1 Card per empty Supply pile.
Return this to the Supply at
the start of Clean-up.
---------------------------
Setup: 2 copies per player.
I suppose a pile doesn't count as empty when the Dolmen card remains?Yeah that's correct.
Just wondering, but why cant this have a normal pile size?
Why "at the start of clean-up" rather than when played, like most one-shots?
I think this would compare terribly to Encampment even if it always gave +2 Cards. +1 Buy doesn't really make up for the fact that there's no way to avoid it being a one-shot.
Pigeon - $4
Action
+1 Action
+$1
You may discard a Pigeon for +1 Card and +$1. Otherwise, gain a Pigeon.
----
Setup: Place a Nest token on each supply pile. When you buy a card, if a Nest token is on that pile, discard the Nest token and gain a Pigeon.
I'm going to attempt something really silly, probably broken (and untested on top of that)! I might withdraw it in the situation where the good people of this forum makes it really obvious to me that it's broken/not working as intended :) . Anyway, here goes nothing:
(https://i.postimg.cc/25QQ7hQk/Institute-v1.png) (https://i.postimg.cc/Hx3bfmvF/Grant-v1.png)
Institute can be a non-terminal Smithy if it draws you 3 Treasures/Victory cards. Big Money dudes are happy. You start with a deck of 15 cards. 3 turns until the first shuffle instead of 2. Your opening split could be (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png); or (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png); or (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). Or it could be none of that should you want to trash the junk-y Grants instead of taking their money. If you do, well, your deck is leaner, yay! But adieu, cool opening splits (and adieu 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) too, I guess).
For a while I liked the idea of a village with 20 cards in its pile, with no special connection to the pile being 20 cards. You know, it wouldn't gain copies of itself or anything, there would just be 20 of them. The idea was, for multiplayer, you put in this card and you are set for villages. So many multiplayer games, if there aren't two village piles, you have to build a deck that doesn't need very many villages. But uh surely the multiplayer players know about this already? They must be putting in those villages or living without them already, that's what I think. And it ate up a slot that stopped seeming so available, I could have a pretty 30 kingdom cards 20 events 20 ways. I came up with a lot of villages trying to be the good 20-card village; many were bad, some have potential but were no good for a 20-card pile, and some got tried out. In the end I did Village Green for this slot.
I'm going to attempt something really silly, probably broken (and untested on top of that)! I might withdraw it in the situation where the good people of this forum makes it really obvious to me that it's broken/not working as intended :) . Anyway, here goes nothing:I think that this is a really cool idea. The only thing is, it is almost strictly better than Scout. I don't find it a problem since Scout sucks and is removed, but I just wanted to mention it.
(https://i.postimg.cc/25QQ7hQk/Institute-v1.png) (https://i.postimg.cc/Hx3bfmvF/Grant-v1.png)
Institute can be a non-terminal Smithy if it draws you 3 Treasures/Victory cards. Big Money dudes are happy. You start with a deck of 15 cards. 3 turns until the first shuffle instead of 2. Your opening split could be (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png); or (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png); or (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). Or it could be none of that should you want to trash the junk-y Grants instead of taking their money. If you do, well, your deck is leaner, yay! But adieu, cool opening splits (and adieu 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) too, I guess).
Since Mahowrath updvoted this post, implying that it qualifies, I take it that making your starting deck not 10-cards qualifies?
Florist - $2
Action
+1 Action +1 Card
You may move the top Event of the Flower deck to the bottom.
----
Setup: Add a deck of 5 Events to the game. Events from that deck are called Flowers. Only the top Flower can be bought.
When you buy a Flower, gain a Florist.
I'm going to attempt something really silly, probably broken (and untested on top of that)! I might withdraw it in the situation where the good people of this forum makes it really obvious to me that it's broken/not working as intended :) . Anyway, here goes nothing:I think that this is a really cool idea. The only thing is, it is almost strictly better than Scout. I don't find it a problem since Scout sucks and is removed, but I just wanted to mention it.
(https://i.postimg.cc/25QQ7hQk/Institute-v1.png) (https://i.postimg.cc/Hx3bfmvF/Grant-v1.png)
Institute can be a non-terminal Smithy if it draws you 3 Treasures/Victory cards. Big Money dudes are happy. You start with a deck of 15 cards. 3 turns until the first shuffle instead of 2. Your opening split could be (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png); or (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png); or (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)/(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). Or it could be none of that should you want to trash the junk-y Grants instead of taking their money. If you do, well, your deck is leaner, yay! But adieu, cool opening splits (and adieu 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) too, I guess).
(https://i.imgur.com/pfer8Ym.png)Looks good. Bye bye Gardens rushes.
There's no Dolmen pile. They just go under all the other piles. A pile isn't empty unless its Dolmen card is bought.
Having the same card available in different supply piles might complicate things. The situations I can think of are:1. Yeah, seems clear to me
- When more than one Dolmen is visible it sometimes matters which one you buy/gain/trash/exile etc. I think it is always clear who gets to make the choice though (viz, the person doing the thing, except in the case of Swindler!).
- Ferry. Is this Dolmen in my hand the one which came from the pile I have my -2 cost token on?
Having the same card available in different supply piles might complicate things. The situations I can think of are:1. Yeah, seems clear to me
- When more than one Dolmen is visible it sometimes matters which one you buy/gain/trash/exile etc. I think it is always clear who gets to make the choice though (viz, the person doing the thing, except in the case of Swindler!).
- Ferry. Is this Dolmen in my hand the one which came from the pile I have my -2 cost token on?
2. I think the cleanest, most obvious answer is to say Dolmen disconnects from its original pile when it leaves. So you can't Ambassador it (pretty obvious). Ferry reduces the cost on buy, but not after that (Technically you bought a $4 Dolmen, but gained a $6 one). I'll update the card to make this clearer.
Having the same card available in different supply piles might complicate things. The situations I can think of are:1. Yeah, seems clear to me
- When more than one Dolmen is visible it sometimes matters which one you buy/gain/trash/exile etc. I think it is always clear who gets to make the choice though (viz, the person doing the thing, except in the case of Swindler!).
- Ferry. Is this Dolmen in my hand the one which came from the pile I have my -2 cost token on?
2. I think the cleanest, most obvious answer is to say Dolmen disconnects from its original pile when it leaves. So you can't Ambassador it (pretty obvious). Ferry reduces the cost on buy, but not after that (Technically you bought a $4 Dolmen, but gained a $6 one). I'll update the card to make this clearer.
Devil’s advocate
cost $2 - Project
Put your Devil token per a cube on this.
Gain a Reverse Hierarchy.
Reverse Hierarchy
cost $0* - Action
X is the number of your Devil tokens on Devil's advocate.
+$(3-X)
Trash up to X cards from your hand.
(This card is not in Supply.)
Reverse Hierarchy is a 4-card pile.
When you gain a non-Reserve card costing $3 or more, you may reveal this from your hand to put this and the gained card on your Tavern mat. Worth 3 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP)
(https://i.imgur.com/rX3mtHv.png)
There are 10 Ringmasters in the supply. When ring master is in the game, players set up a Circus Member Pile, Similar to the Prize pile for Tournament. There is 1 copy of each Circus member per player. Unlike Tournaments prizes, Circus members don't run out as they are limited to 1 per player via Ringmasters wording.
Tulip - $4
Treasure
$3
Exchange this for a Rare Tulip.
Rare Tulip - $7*There are 5 Tulips in the supply, and 10 Rare Tulips in the pile.
Night
+1 Card
+1 Buy
If the Tulip pile is empty, +$2.
Return to your Buy phase.
Key to the City
Treasure/Duration - $4
Now, and at the start of your turns for the rest of the game if it hasn't left play, +$1
_____
When the Key to the City pile empties, return all Keys to the City from play to the Supply
(Setup: There is 1 Key to the City per player in the supply)
That is false. If you trash a Hireling with Bonfire, its effect still applies.Key to the City
Treasure/Duration - $4
Now, and at the start of your turns for the rest of the game if it hasn't left play, +$1
_____
When the Key to the City pile empties, return all Keys to the City from play to the Supply
(Setup: There is 1 Key to the City per player in the supply)
I think you can probably drop "if it hasn't left play" since it's redundant - the duration effect can only apply when it is in play
Here is my attempt to recreate the Tulip mania (https://en.wikipedia.org/wiki/Tulip_mania) in Dominion.
(https://i.imgur.com/apMwUOz.png) (https://i.imgur.com/NUO9xhH.png)QuoteTulip - $4
Treasure
$3
Exchange this for a Rare Tulip.QuoteRare Tulip - $7*There are 5 Tulips in the supply, and 10 Rare Tulips in the pile.
Night
+1 Card
+1 Buy
If the Tulip pile is empty, +$2.
Return to your Buy phase.
For clarification: Is the "return to your buy phase" part of Rare Tulip dependent on the Tulip pile being empty?No, it is supposed to happen every time. I thought about putting it first, but it seemed odd to have the card still resolving after you've returned to the Buy phase.
Oh, right ... my mistake. Should've realized thatThat is false. If you trash a Hireling with Bonfire, its effect still applies.Key to the City
Treasure/Duration - $4
Now, and at the start of your turns for the rest of the game if it hasn't left play, +$1
_____
When the Key to the City pile empties, return all Keys to the City from play to the Supply
(Setup: There is 1 Key to the City per player in the supply)
I think you can probably drop "if it hasn't left play" since it's redundant - the duration effect can only apply when it is in play
(https://i.imgur.com/v5w2WZE.png)
Distant IslandQuoteWhen you gain a non-Reserve card costing $3 or more, you may reveal this from your hand to put this and the gained card on your Tavern mat. Worth 3 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP)
A Reserve-Victory-Reaction card. Conceptually a kind of hybrid of Distant Lands and Island. Like Distant Lands, it's a Victory card that's only worth points if it's on your Reserve mat at the end of the game, and like Island, it can be used to set other cards off to the side, in this case to the Reserve mat rather than a dedicated Island mat. It can only be put on the Tavern mat if you have it in your hand while gaining a card costing $3 or more. The restriction to $3 or more is to make it a little more difficult to activate - otherwise you could simply buy a Copper with an extra buy to activate it, or even use the reaction on a gained Curse, while the non-Reserve qualification is there to keep you from using it to immediately put Reserve cards on the mat. Unlike Island, you can't use it to remove your starting cards, or cards gained when it's not in hand. Since it doesn't use up an Action to put it on the Tavern mat, I made it worth a little less VP than Distant Lands
It combines two types - Reaction and Reserve - which are not combined in any other cards (at least, standard cards, I wouldn't be surprised if other people have made fan cards combining those types) and the only reaction, other than Hovel, without an above-the-line part
An obvious use of this card would be buying a Victory card with it in hand. The non-Reserve restriction keeps you from using that on other Distant Islands, or with Distant Lands if you have both in the same game, but any other Victory cards other than Estates would be fair game
Since there's no call option on distant island, you'll never need to remember you can call it from your tavern mat. gubump had a whole spiel about this the other day in the discord, how distant lands probably didnt need the reserve type, since miser didnt have it but also put uncallable cards on the tavmat.
Anyhow, blue and green are the useful player cues with this - blue especially, I missed that this was a reaction at first glance.
(https://i.ibb.co/N9LzyJf/Missionary.png)This looks fun, but I'd be afraid that it gets a bit too ridiculous with the +Action token, Champion or Academy. Especially considering that these are very easy to insta-pile that way, which will leave one player with a massive advantage.
A smithy that gives you copies for free! As with Rats, there are twenty cards in this pile.
I think this card has the property that it gets stronger the higher the cost is. I decided to make it cost 2$ to make it harder to use. Unlike with Rats, there is no on-trash benefit, and since it costs 2$, upgrading this only gives you a Silver. The upside of free smithy-level draw should be large enough to make it worth it, but the downside should be significant as well, even with many forms of TfB.
Here is my attempt to recreate the Tulip mania (https://en.wikipedia.org/wiki/Tulip_mania) in Dominion.More rare tulips than ordinary ones?
(https://i.imgur.com/apMwUOz.png) (https://i.imgur.com/NUO9xhH.png)QuoteTulip - $4
Treasure
$3
Exchange this for a Rare Tulip.QuoteRare Tulip - $7*There are 5 Tulips in the supply, and 10 Rare Tulips in the pile.
Night
+1 Card
+1 Buy
If the Tulip pile is empty, +$2.
Return to your Buy phase.
This looks fun, but I'd be afraid that it gets a bit too ridiculous with the +Action token, Champion or Academy. Especially considering that these are very easy to insta-pile that way, which will leave one player with a massive advantage.
More rare tulips than ordinary ones?I know, right? ;D Though the Tulips do replenish, so in that sense they're less rare.
Could the Rare Tulip pile be like the Knights pile with 10 different variants? Then they are all rare!
For clarification: Is the "return to your buy phase" part of Rare Tulip dependent on the Tulip pile being empty?No, it is supposed to happen every time. I thought about putting it first, but it seemed odd to have the card still resolving after you've returned to the Buy phase.
It's pretty important that you are able to buy some Tulips before you play your Rare Tulips; this is why they are Night cards.For clarification: Is the "return to your buy phase" part of Rare Tulip dependent on the Tulip pile being empty?No, it is supposed to happen every time. I thought about putting it first, but it seemed odd to have the card still resolving after you've returned to the Buy phase.
I'd suggest to make Rare Tulip a Treasure card instead of a Night card then, removing the need for the "return to buy phase". That's much simpler conceptually and won't make a difference in practice AFAICS (at least as long as there are no other Night cards in the kingdom). It's also rather thematic since tulips were considered valuable assets during the 17th century Tulip mania... ;)
It's pretty important that you are able to buy some Tulips before you play your Rare Tulips; this is why they are Night cards.For clarification: Is the "return to your buy phase" part of Rare Tulip dependent on the Tulip pile being empty?No, it is supposed to happen every time. I thought about putting it first, but it seemed odd to have the card still resolving after you've returned to the Buy phase.
I'd suggest to make Rare Tulip a Treasure card instead of a Night card then, removing the need for the "return to buy phase". That's much simpler conceptually and won't make a difference in practice AFAICS (at least as long as there are no other Night cards in the kingdom). It's also rather thematic since tulips were considered valuable assets during the 17th century Tulip mania... ;)
Here is my attempt to recreate the Tulip mania (https://en.wikipedia.org/wiki/Tulip_mania) in Dominion.
(https://i.imgur.com/MFejiCT.png) (https://i.imgur.com/EXgNYXw.png)
This looks fun, but I'd be afraid that it gets a bit too ridiculous with the +Action token, Champion or Academy. Especially considering that these are very easy to insta-pile that way, which will leave one player with a massive advantage.
That's a really good point. I'll think about if there's a reasonably elegant fix.
Edit: it now duplicates itself at the end of your turn rather than immediately. This prevents you from emptying the pile in one turn. It still allows you to draw your deck pretty easily if you have a +1 Action token.
I'm leaning doing something like that. But why 'player-specific'? Are you thinking about Taxes? Is debt even a token?There's also Embargo (though that doesn't lead to rules issues) and Defiled Shrine.
I'm leaning doing something like that. But why 'player-specific'? Are you thinking about Taxes? Is debt even a token?
(https://i.imgur.com/v5w2WZE.png)
Distant IslandQuoteWhen you gain a non-Reserve card costing $3 or more, you may reveal this from your hand to put this and the gained card on your Tavern mat. Worth 3 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP)
A Reserve-Victory-Reaction card. Conceptually a kind of hybrid of Distant Lands and Island. Like Distant Lands, it's a Victory card that's only worth points if it's on your Reserve mat at the end of the game, and like Island, it can be used to set other cards off to the side, in this case to the Reserve mat rather than a dedicated Island mat. It can only be put on the Tavern mat if you have it in your hand while gaining a card costing $3 or more. The restriction to $3 or more is to make it a little more difficult to activate - otherwise you could simply buy a Copper with an extra buy to activate it, or even use the reaction on a gained Curse, while the non-Reserve qualification is there to keep you from using it to immediately put Reserve cards on the mat. Unlike Island, you can't use it to remove your starting cards, or cards gained when it's not in hand. Since it doesn't use up an Action to put it on the Tavern mat, I made it worth a little less VP than Distant Lands
It combines two types - Reaction and Reserve - which are not combined in any other cards (at least, standard cards, I wouldn't be surprised if other people have made fan cards combining those types) and the only reaction, other than Hovel, without an above-the-line part
An obvious use of this card would be buying a Victory card with it in hand. The non-Reserve restriction keeps you from using that on other Distant Islands, or with Distant Lands if you have both in the same game, but any other Victory cards other than Estates would be fair game
I'd consider choosing reaction-blue and victory-green as the colors on this, instead of reserve brown.
Since there's no call option on distant island, you'll never need to remember you can call it from your tavern mat. gubump had a whole spiel about this the other day in the discord, how distant lands probably didnt need the reserve type, since miser didnt have it but also put uncallable cards on the tavmat.
Anyhow, blue and green are the useful player cues with this - blue especially, I missed that this was a reaction at first glance.
Since there's no call option on distant island, you'll never need to remember you can call it from your tavern mat. gubump had a whole spiel about this the other day in the discord, how distant lands probably didnt need the reserve type, since miser didnt have it but also put uncallable cards on the tavmat.
Anyhow, blue and green are the useful player cues with this - blue especially, I missed that this was a reaction at first glance.
Imo, this shouldn't be a reserve card at all. Just make it set aside itself and add "(This stays aside permanently.)"
(https://i.imgur.com/4YxMPqV.png)whats an expanding city
There are 20 Developing Cities in its pile.
(https://i.imgur.com/4YxMPqV.png)whats an expanding city
There are 20 Developing Cities in its pile.
(https://i.ibb.co/C9qH8y0/Missionary.png)
Heres an old card idea for this weeks competition: A sort of tournament-sauna. It starts off weak but quickly snowballs.Made a lot of tiny updates to the card and a complete switch with one of them. Kudos to silverspawn for feedback
This would be the version:
(https://i.ibb.co/VT0XPWB/Missionary-3.png)
Not yet sure if I really like it better.
pretty sure having 20 smithies in your deck is not good for a big money deck. I think this is unplayable in money decks, and rarely playable with trashing.
You don't necessarily need trash for benefit; something like Junk Dealer would probably be fine.
it could cost debt, but I don't think that's needed. Debt cost is a possibility, but I like it at 2$.
(https://i.imgur.com/v5w2WZE.png)
Distant IslandQuoteWhen you gain a non-Reserve card costing $3 or more, you may reveal this from your hand to put this and the gained card on your Tavern mat. Worth 3 VP if on your Tavern mat at the end of the game (otherwise worth 0 VP)
A Reserve-Victory-Reaction card. Conceptually a kind of hybrid of Distant Lands and Island. Like Distant Lands, it's a Victory card that's only worth points if it's on your Reserve mat at the end of the game, and like Island, it can be used to set other cards off to the side, in this case to the Reserve mat rather than a dedicated Island mat. It can only be put on the Tavern mat if you have it in your hand while gaining a card costing $3 or more. The restriction to $3 or more is to make it a little more difficult to activate - otherwise you could simply buy a Copper with an extra buy to activate it, or even use the reaction on a gained Curse, while the non-Reserve qualification is there to keep you from using it to immediately put Reserve cards on the mat. Unlike Island, you can't use it to remove your starting cards, or cards gained when it's not in hand. Since it doesn't use up an Action to put it on the Tavern mat, I made it worth a little less VP than Distant Lands
It combines two types - Reaction and Reserve - which are not combined in any other cards (at least, standard cards, I wouldn't be surprised if other people have made fan cards combining those types) and the only reaction, other than Hovel, without an above-the-line part
An obvious use of this card would be buying a Victory card with it in hand. The non-Reserve restriction keeps you from using that on other Distant Islands, or with Distant Lands if you have both in the same game, but any other Victory cards other than Estates would be fair game
When you gain a card costing $3 or more, you may reveal this from your hand to set this and the gained card aside, for the rest of the game. Worth 3 VP if set aside at the end of the game (otherwise worth 0 VP)
ASTROLOGER -- $3
ACTION - ASTROLOGY
+1 Card
+1 Action
You may advance the Zodiac pile.
(https://i.imgur.com/SACjJQGh.png)(https://i.imgur.com/8DzYDe4h.png)
(https://i.imgur.com/Zb9gEQXh.png)(https://i.imgur.com/JBS5Vu7h.png)
(https://i.imgur.com/kQwFxxah.png)(https://i.imgur.com/J79q3KNh.png)
(https://i.imgur.com/UUt20E4h.png)(https://i.imgur.com/hJNs4tLh.png)
(https://i.imgur.com/NH8TwY8h.png)(https://i.imgur.com/6M0FXxgh.png)
(https://i.imgur.com/XqEuK46h.png)(https://i.imgur.com/SEa0Rl4h.png)
Aires
+2 Actions
+$1
Taurus
+1 Card
+2 Actions
Gemini
Play up to 2 Treasures from your hand. Then pay all of your $ and gain 2 copies of a card costing up to the amount you paid.
Cancer
+2 Actions
+$1
+2 Buys
Leo
+$3
Virgo
+1 Action
Look at the top 2 cards of your deck. Trash and/or discard any number of them. You may put one into your hand.
Libra
+1 Action
Discard a card, draw until you have 5 cards in hand.
Scorpio
+3 Cards
+1 Action
Discard 2 cards.
Sagittarius
+2 Cards
+1 Action
Capricorn
+1 Card
+1 Action
Trash a card from your hand.
Aquarius
+1 Action
This turn, cards (everywhere) cost $1 less.
Pisces
+1 Card
+1 Action
+$1
Subsidy - Action Gatherer, $5 cost.
+1 Buy
+ $1 per $1 you've produced with Actions other than Subsidy this turn.
These Resources are a Supply pile that behave just like Ruins. 10 of each, shuffled at game start and only the top is seen. But unlike Ruins, all 50 are used in every game. My reasoning for this is to create a bit of randomness. With more copies of each card available, there is more chance that one of the Resources may never show up early, or all 10 of one of them are near the top of the pile, etc.I'm confused about this. How does adding all of them create randomness? If anything, it reduces randomness. With Ruins, the outcomes described (a copy not showing up for a long time, 10 of the same near the top of the pile) are already possible. They are even more extreme with Ruins because a given copy may not show up at all.
(https://i.ibb.co/LxwJ0RK/Revenant.png) | Revenant $2 - Action Quote
|
(https://i.imgur.com/SACjJQGh.png)(https://i.imgur.com/8DzYDe4h.png)
(https://i.imgur.com/Zb9gEQXh.png)(https://i.imgur.com/JBS5Vu7h.png)
(https://i.imgur.com/kQwFxxah.png)(https://i.imgur.com/J79q3KNh.png)
(https://i.imgur.com/UUt20E4h.png)(https://i.imgur.com/hJNs4tLh.png)
(https://i.imgur.com/NH8TwY8h.png)(https://i.imgur.com/6M0FXxgh.png)
(https://i.imgur.com/XqEuK46h.png)(https://i.imgur.com/SEa0Rl4h.png)
Here is a text version of the Zodiacs, for people with issues seeing images.
1:Quote from: AiresAires
+2 Actions
+$1
2:Quote from: TaurusTaurus
+1 Card
+2 Actions
3:Quote from: GeminiGemini
Play up to 2 Treasures from your hand. Then pay all of your $ and gain 2 copies of a card costing up to the amount you paid.
4:Quote from: CancerCancer
+2 Actions
+$1
+2 Buys
5:Quote from: LeoLeo
+$3
6:Quote from: VirgoVirgo
+1 Action
Look at the top 2 cards of your deck. Trash and/or discard any number of them. You may put one into your hand.
7:Quote from: LibraLibra
+1 Action
Discard a card, draw until you have 5 cards in hand.
8:Quote from: ScorpioScorpio
+3 Cards
+1 Action
Discard 2 cards.
9:Quote from: SagittariusSagittarius
+2 Cards
+1 Action
10:Quote from: CapricornCapricorn
+1 Card
+1 Action
Trash a card from your hand.
11:Quote from: AquariusAquarius
+1 Action
This turn, cards (everywhere) cost $1 less.
12:Quote from: PiscesPisces
+1 Card
+1 Action
+$1
This would be the version:
(https://i.ibb.co/VT0XPWB/Missionary-3.png)
Not yet sure if I really like it better.
Updated version:
(https://i.ibb.co/C9qH8y0/Missionary.png)
What was your thought process behind the order of the Zodiacs? I feel like having Ares as the first one isn't super useful, because if you open with Astrologer, you're unlikely to need the Village effect if you draw it on Turn 3 or 4.
No. | Name | Related Official Card | Cost (estimate) |
1 | Aires | Squire (w/o other options or on-trash) | <$2 |
2 | Taurus | Village | $3 |
3 | Gemini | (kind of like Talisman and a +Buy) | $3+ |
4 | Cancer | Villa (+extra Buy, less the on-buy effect) | <$4 |
5 | Leo | Various terminal G (http://wiki.dominionstrategy.com/index.php/Mandarin)o (http://wiki.dominionstrategy.com/index.php/Sacred_Grove)l (http://wiki.dominionstrategy.com/index.php/Treasurer)d (http://wiki.dominionstrategy.com/index.php/Livery)s, less their other effect | <$5 |
6 | Virgo | Sentry (but card comes from two viewed) | ~$5 |
7 | Libra | Not sure. Hunting Lodge? | ~$5 |
8 | Scorpio | Forum (less on-buy) | Almost $5 |
9 | Sagittarius | Laboratory | $5 |
10 | Capricorn | Upgrade (-gain) | <$5 |
11 | Aquarius | Highway (less +Card) | <$5 |
12 | Pisces | Peddler/Fisherman | <$5 |
Gentry • $4 • Action - Victory
Choose one: +2 Actions; or +2 Cards.
-
1%
I think you have some of the greater than/less than symbols backwards. Fishing Village w/o Duration effect is worse than Fishing Village, not better (in fact, it's <(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) because it's strictly worse than Squire as well). Likewise Upgrade without the gain is worse than Upgrade, Highway without +1 Card is worse than Highway (although Aquarius isn't strictly worse than Highway due to being Thronable), and pure Peddler is strictly worse than several (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)s (Market, Artificer, Treasury, etc.).
This inspired me to go back to the original post on Subsidy.Yeah, this is true. My answer to this is submit another Gatherer card:These Resources are a Supply pile that behave just like Ruins. 10 of each, shuffled at game start and only the top is seen. But unlike Ruins, all 50 are used in every game. My reasoning for this is to create a bit of randomness. With more copies of each card available, there is more chance that one of the Resources may never show up early, or all 10 of one of them are near the top of the pile, etc.I'm confused about this. How does adding all of them create randomness? If anything, it reduces randomness. With Ruins, the outcomes described (a copy not showing up for a long time, 10 of the same near the top of the pile) are already possible. They are even more extreme with Ruins because a given copy may not show up at all.
Expedition Camp - Action Duration Gatherer, $4 cost.An Outpost variant that can be trashed for a random hand of 3 cards on the bonus turn. Only the first Expedition Camp played on a turn gives the bonus turn, but each extra Camp played can be trashed on the bonus turn for 3 more Resources to hand.
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.
I have modified my submitted card (updated in my original post (http://forum.dominionstrategy.com/index.php?topic=20714.msg864183#msg864183)):
(https://i.ibb.co/LxwJ0RK/Revenant.png) Revenant
$2 - ActionQuote
+2 Actions
+1 Buy
You may set this aside. If you
do, +1 Card per empty Supply
pile and return it to the Supply
at the start of Clean-up.
--------------------------
Setup: 3 copies per player.
Minor functions: A cheap card that can provide Actions and an extra Buy, features important in many Kingdoms and player’s decks that should not be undervalued.
Revenant can be activated for additional card drawing when Supply piles are empty.
Main function: The ability to manipulate how many Supply piles are empty and thus, having some control over ending the game via 3 empty piles. This can be achieved by gaining Revenants, and by playing and returning them or not.
A note to the tactical use:
A player, who wants to force ending the game by 3 empty piles, or who just wants to have an empty pile for activating other cards (e.g. City, Paddock) tries to empty the Revenant pile or, if already empty, wants to keep it empty by not returning their Revenants to it. On the contrary, a player, who does not want to end the game via 3 empty piles or who does not want to activate other cards, tries to avoid an empty Revenant pile.
Additional options to manipulate the Revenant pile are trashing, remodeling, Exiling (particularly interesting), and (in a few cases) gaining Revenants back from the trash as well as cost reduction of cards.
I have modified my submitted card (updated in my original post (http://forum.dominionstrategy.com/index.php?topic=20714.msg864183#msg864183)):
(https://i.ibb.co/LxwJ0RK/Revenant.png) Revenant
$2 - ActionQuote
+2 Actions
+1 Buy
You may set this aside. If you
do, +1 Card per empty Supply
pile and return it to the Supply
at the start of Clean-up.
--------------------------
Setup: 3 copies per player.
Minor functions: A cheap card that can provide Actions and an extra Buy, features important in many Kingdoms and player’s decks that should not be undervalued.
Revenant can be activated for additional card drawing when Supply piles are empty.
Main function: The ability to manipulate how many Supply piles are empty and thus, having some control over ending the game via 3 empty piles. This can be achieved by gaining Revenants, and by playing and returning them or not.
A note to the tactical use:
A player, who wants to force ending the game by 3 empty piles, or who just wants to have an empty pile for activating other cards (e.g. City, Paddock) tries to empty the Revenant pile or, if already empty, wants to keep it empty by not returning their Revenants to it. On the contrary, a player, who does not want to end the game via 3 empty piles or who does not want to activate other cards, tries to avoid an empty Revenant pile.
Additional options to manipulate the Revenant pile are trashing, remodeling, Exiling (particularly interesting), and (in a few cases) gaining Revenants back from the trash as well as cost reduction of cards.
Too easy to forget to return. Encampment wording, or immediate returning is better, I suppose.
$4 - Action-Reaction
+1 Card
+1 Action
If you have exactly 2 Rabbits in play, +$2 and gain a Rabbit.
-
When any player gains a Rabbit, you may return this from your hand to its pile for +2 Cards and +$1.
(https://i.imgur.com/QwKWb02.png)
(https://i.imgur.com/QwKWb02.png)This is extremely swingy. Basically, the first player to get their deck under control is able to insta-pile all the Rabbits and from then on will have like an extra $8 available every single turn.Quote from: Rabbit$4 - Action-Reaction
+1 Card
+1 Action
If you have another Rabbit in play, +$1 and gain a Rabbit.
-
When any player gains a Rabbit, you may return this from your hand to its pile for +2 Cards.
Looking at Market Square wording, should this should say 'from your hand'? Wouldn't be absurd to return it from play.
This looks like a lot of fun!
I wonder if it could do with even more copies in the pile though; once they're gone they're gone (except for via Ambassador, Way of the Horse etc).
Maybe it could even withstand having +3 Cards in the Reaction part?
(https://i.imgur.com/QwKWb02.png)This is extremely swingy. Basically, the first player to get their deck under control is able to insta-pile all the Rabbits and from then on will have like an extra $8 available every single turn.Quote from: Rabbit$4 - Action-Reaction
+1 Card
+1 Action
If you have another Rabbit in play, +$1 and gain a Rabbit.
-
When any player gains a Rabbit, you may return this from your hand to its pile for +2 Cards.
"if you have exactly one other rabbit in play"?
"if you have exactly one other rabbit in play"?I think "if you have exactly 2 Rabbits in play" is a bit shorter and clearer; both wordings work a bit differently with Commands.
(https://i.imgur.com/QwKWb02.png)This is extremely swingy. Basically, the first player to get their deck under control is able to insta-pile all the Rabbits and from then on will have like an extra $8 available every single turn.Quote from: Rabbit$4 - Action-Reaction
+1 Card
+1 Action
If you have another Rabbit in play, +$1 and gain a Rabbit.
-
When any player gains a Rabbit, you may return this from your hand to its pile for +2 Cards.
I think you're right, especially if the Rabbits are uncontested early in the game. I'll think about if there is a way to avoid that - one way could be to nerf the card so that it is no longer a cantrip and it becomes harder to gain multiple Rabbits during the same turn.
(https://i.imgur.com/QwKWb02.png)This is extremely swingy. Basically, the first player to get their deck under control is able to insta-pile all the Rabbits and from then on will have like an extra $8 available every single turn.Quote from: Rabbit$4 - Action-Reaction
+1 Card
+1 Action
If you have another Rabbit in play, +$1 and gain a Rabbit.
-
When any player gains a Rabbit, you may return this from your hand to its pile for +2 Cards.
I think you're right, especially if the Rabbits are uncontested early in the game. I'll think about if there is a way to avoid that - one way could be to nerf the card so that it is no longer a cantrip and it becomes harder to gain multiple Rabbits during the same turn.
Another option could be to set aside the Rabbits and gain them at the end of your turn. If you think that makes it too wordy, you could have it gain a non-Supply "Bunny"--a cantrip which sets itself aside and at the end of the turn returns itself to the Supply and gives you a Rabbit (thus moving the wordy setting aside language to the other card and slowing the multiplication element even further):
(https://i.imgur.com/rn2epV3h.png)
I've updated Rabbit based on the feedback received.
(https://i.imgur.com/IZ3pi7Y.png)
You only get the Peddler effect if you get two Rabbits in play, and subsequent Rabbit plays will just be cantrips unless you can trigger the Reaction and return them to the Supply (although you can get around this with Command cards).
Now that it is harder to gain Rabbits, I did give some thought to changing the Reaction from +2 Cards to +3 Cards, but I think that could create too much of a disincentive for gaining Rabbits if your opponents have them in their deck. Instead, I've changed it to +2 Cards and $1, as this gives an additional bonus to the active player if they are able to trigger the Reaction.
The Bunny idea is cute and I like the flavour, but I prefer not to introduce another non-Supply card.
It's going to be rather rare that you'll be able to use the +$1 on the reaction, since most of the time, when another player gains a Rabbit it'll be on their own turn. Perhaps instead the reaction can be a duration, i.e., "+2 cards +$1 at the start of your next turn"?The text says "any player" rather than "another player".
It's going to be rather rare that you'll be able to use the +$1 on the reaction, since most of the time, when another player gains a Rabbit it'll be on their own turn. Perhaps instead the reaction can be a duration, i.e., "+2 cards +$1 at the start of your next turn"?The text says "any player" rather than "another player".
I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well. Play-tested it and had a lot of fun with it. Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this). So, just for fun: Mice.
The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck. They can get out of control very easily. If you don't have enough of them, don't worry, they'll take care of that on their own!
(https://i.imgur.com/3nsZraV.png)
I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well. Play-tested it and had a lot of fun with it. Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this). So, just for fun: Mice.
The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck. They can get out of control very easily. If you don't have enough of them, don't worry, they'll take care of that on their own!
(https://i.imgur.com/3nsZraV.png)
This is interesting. How did it play? It looks rather strong as it is essentially non terminal and can produce up to $4. How often did that happen?
I had several hands of all Mice. There was decent trashing, so I could get it back under control. We have very few extra actions on the board, so a hand of all Mice was definitely bad. Of course, with all Mice, it is terminal. I think it needs a lot more testing on a wider variety of boards, but it was for sure interesting.I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well. Play-tested it and had a lot of fun with it. Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this). So, just for fun: Mice.This is interesting. How did it play? It looks rather strong as it is essentially non terminal and can produce up to $4. How often did that happen?
The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck. They can get out of control very easily. If you don't have enough of them, don't worry, they'll take care of that on their own!
(https://i.imgur.com/3nsZraV.png)
I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well. Play-tested it and had a lot of fun with it. Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this). So, just for fun: Mice.
The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck. They can get out of control very easily. If you don't have enough of them, don't worry, they'll take care of that on their own!
(https://i.imgur.com/3nsZraV.png)
This is interesting. How did it play? It looks rather strong as it is essentially non terminal and can produce up to $4. How often did that happen?
It can produce any amount of $ (up to the number of Mice in your deck) AFAICS. E.g. you can get $20 Mice if you reveal 19 Mice in a row.
As long as at least half the Actions in your hand are non-Mice, Mice is essentially a non-terminal treasure card that's either better than Gold ($4+), or gives you a copy of itself for free.
I had several hands of all Mice. There was decent trashing, so I could get it back under control. We have very few extra actions on the board, so a hand of all Mice was definitely bad. Of course, with all Mice, it is terminal. I think it needs a lot more testing on a wider variety of boards, but it was for sure interesting.I'm sure I can't enter more than once, but I recently, unrelated to this contest, made a card with a pile of 20, so it fits the theme pretty well. Play-tested it and had a lot of fun with it. Thought I'd include it here, but my Tutelage card from earlier in the thread is my entry to the contest (not this). So, just for fun: Mice.This is interesting. How did it play? It looks rather strong as it is essentially non terminal and can produce up to $4. How often did that happen?
The key to playing Mice is that you have just enough of them, but not too many. It might be very dangerous to play with Mice without any control of your deck. They can get out of control very easily. If you don't have enough of them, don't worry, they'll take care of that on their own!
(https://i.imgur.com/3nsZraV.png)
User | Entry |
pubby | Dolmen |
Aquila | Expedition Camp |
gambit05 | Revenant |
X-tra | Institute (+ Grant) |
Xen3k | Pigeon |
mandioca15 | Stockade |
fika monster | Ring Master + Circus Members |
infangthief | Florist |
majiponi | Devil’s advocate (+ Reverse Hierarchy) |
mxdata | Distant Island |
NoMoreFun | Key to the City |
faust | Tulip + Rare Tulip |
silverspawn | Missionary |
grep | Army of the Dead |
Gubump | Developing City |
emtzalex | Astrologer + Zodiac pile |
The Alchemist | Air + Water + Earth + Fire |
DunnoItAll | Mice |
spineflu | Gentry |
spheremonk | Caravel + Carrack |
Timinou | Rabbit |
24 hour-ish notice: please post any updates to submissions below this post. The submissions I have are:
User Entry pubby Dolmen Aquila Expedition Camp gambit05 Revenant X-tra Institute (+ Grant) Xen3k Pigeon mandioca15 Stockade fika monster Ring Master + Circus Members infangthief Florist majiponi Devil’s advocate (+ Reverse Hierarchy) mxdata Distant Island NoMoreFun Key to the City faust Tulip + Rare Tulip silverspawn Missionary grep Army of the Dead Gubump Developing City emtzalex Astrologer + Zodiac pile The Alchemist Air + Water + Earth + Fire DunnoItAll Tutelage + Noble Knight + Traits spineflu Gentry spheremonk Caravel + Carrack Timinou Rabbit
@mxdata: Can I confirm you're looking to have your updated entry judged: the set aside version rather than the tavern mat version?
24 hour-ish notice: please post any updates to submissions below this post. The submissions I have are:
User Entry pubby Dolmen Aquila Expedition Camp gambit05 Revenant X-tra Institute (+ Grant) Xen3k Pigeon mandioca15 Stockade fika monster Ring Master + Circus Members infangthief Florist majiponi Devil’s advocate (+ Reverse Hierarchy) mxdata Distant Island NoMoreFun Key to the City faust Tulip + Rare Tulip silverspawn Missionary grep Army of the Dead Gubump Developing City emtzalex Astrologer + Zodiac pile The Alchemist Air + Water + Earth + Fire DunnoItAll Tutelage + Noble Knight + Traits spineflu Gentry spheremonk Caravel + Carrack Timinou Rabbit
@mxdata: Can I confirm you're looking to have your updated entry judged: the set aside version rather than the tavern mat version?
Deadline: Entries by 23:59 (GMT) Saturday 20th. Will put out a 24-hour reminder Friday night, and list the nominations I've seen.
Okay, that's the deadline. I'll aim to dispense feedback and announce the winner by this time tomorrow.
It's going to be quite the task; so many creative entries!
@mathdude If it's submitted in the next few hours I'll still allow it
user | entry name | Link | notes |
pubby | Dolmen | http://forum.dominionstrategy.com/index.php?topic=20714.msg864160#msg864160 | Nice entry from pubby: Dolmen asks how Dominion would differ with a victory card "stopper" under each supply pile. This makes an early 3-pile less likely, particularly in 2P where VCs are often looked down upon in favour of building. Posible downsides are the 4+ multiplayer swinginess of who randomly gets the first shot at each Dolmen, and in 2P we'd have to see whether a 13 card Province pile substantially increases the first player advantage |
Aquila | Expedition Camp | http://forum.dominionstrategy.com/index.php?topic=20714.msg864179#msg864179 | Resources are a cool addition; they're like spare parts for engine-crafting. The ability to check the second card when buying introduces a degree of luck, but helps get past the unwanted resources in a given game. Expedition camp is a cheap Outpost in the rare circumstances that you can set up the second turn, but more often than not looks to be a one-shot resource gainer. The lack of control over what resources you're gaining looks frustrating here, unless you're just playing a generic Action-based strategy. |
gambit05 | Revenant | http://forum.dominionstrategy.com/index.php?topic=20714.msg864183#msg864183 | Revenant brings those often taken for granted +Actions and +Buy to the table, in an often limited pile, with a one-shot card draw ability for the late game. I assume the modified pile size functions to bring the one-shot ability into play faster in small games, but I wouldn't expect this to pile in such games unless the actions or buy were valuable enough that you wouldn't wish to part with them. |
X-tra | Institute + Grant | http://forum.dominionstrategy.com/index.php?topic=20714.msg864189#msg864189 | Increasing the starting deck size is new to me; I'm a big fan of how this blows open the typical opening. These cards complement eachother well; institute is likely your go-to draw card in this action-sparse deck, and in a 4-4-4 split (27.5% odds) you could open 3 of them. For completeness, the other opening splits occur with probabilities: 5-4-3: 65.9%, 5-5-2: 6.6% My first thought was that grant is too harsh on anyone trying to build an engine; that said, I think there is potential for avid engine fans to trash their grants on the second shuffle where the pieces are present. This would certainly make for a memorable game. |
Xen3k | Pigeon | http://forum.dominionstrategy.com/index.php?topic=20714.msg864191#msg864191 | I enjoyed this card's flavour; pigeons are indeed the rats of the bird kingdom. The lonely pigeon is a self-gaining Copper, but collides to cantrip+silver. This walks the fine line of being an easily gained nuisance, without quite fully sabotaging your game. |
mandioca15 | Stockade | http://forum.dominionstrategy.com/index.php?topic=20714.msg864198#msg864198 | Interesting concept; as the game goes on, you could see this pile self-balancing. Having to return these from play when you start greening is a drawback, but more than made up for by the sheer amount of early/mid game draw. You'd likely let this do all your drawing while you build towards a three-pile, and it would do it easily; your first play of it could well be a full deck draw. This will all too often be an unskippable card in 2P, which makes it rather unfortunate if your opponent picks this up on a 5-2. I'm not sure how I'd balance this; but one thing you could consider is splitting the stacks into tiers, and drawing an amount depending on which tier the top card in the supply belongs to? Regardless, best of luck perfecting this idea. |
fika monster | Ring Master + Circus Members | http://forum.dominionstrategy.com/index.php?topic=20714.msg864216#msg864216 | This is fun; and appeals to my inner set-completionist. That said, I'm a little concerned by the power of the circus members; a 5-gainer is already rare at $5, but these cards, though limited, clearly transcend $5 value. Maybe Ring Master would enjoy costing more; or there could be another implementation for gaining circus members other than from a pile of gainers from which you'd only ever want one or two at most? Anyway, I look forward to seeing what you do with these guys. |
infangthief | Florist | http://forum.dominionstrategy.com/index.php?topic=20714.msg864219#msg864219 | Florist is a cantrip that gives you some control over the events pile from which it is gained. The idea certainly works, and I agree with the decisions made to avoid swinginess. With this card, either the top flower is useful and the card is gained organically, or a lower flower is game-changing and encourages buying a Florist directly. Either way though, I'm not convinced this adds enough to the game. |
majiponi | Devil’s advocate (+ Reverse Hierarchy) | http://forum.dominionstrategy.com/index.php?topic=20714.msg864286#msg864286 | Devil's advocate asks whether you prefer cash or trash, and how much you mind giving the next player the trashier version of the card. I think there are a lot of situations in 2P where you simply don't ever buy this first. |
mxdata | Distant Island | http://forum.dominionstrategy.com/index.php?topic=20714.msg864288#msg864288 | Distant Island is a strong precursor for any players looking to start greening. For the extra coin, it significantly beats Island in that it requires less draw and actions to perform its task. You would only ever buy Duchy in preference ot this if the game were ending, or you couldn't manage deck control. I feel sorry for Duchy in games with this. |
NoMoreFun | Key to the City | http://forum.dominionstrategy.com/index.php?topic=20714.msg864291#msg864291 | Key to the City takes the existing Key concept and runs with it. Depending on how awkward it is to pick up a $2, you may find yourself trying to get this in early, or just fighting it when your opponent gets one into play. Could be stalematey when both players have one in deck. Constantly having to empty the pile to thwart your opponents' key could be tedious. |
faust | Tulip + Rare Tulip | http://forum.dominionstrategy.com/index.php?topic=20714.msg864292#msg864292 | Tulip is sort of a Spoils that gains you a Rare Tulip. The interaction here is pretty neat; if one plays with these and then draws their whole deck with the tulip pile low, they can potentially buy out tulips, draw one in with rare tulip, play a tulip, buy a tulip, play a rare tulip... to duplicate their rare tulips at a price of -$1. Is this worthwhile? Probably, particularly if you can prevent the Tulips from returning to the supply. |
silverspawn | Missionary | http://forum.dominionstrategy.com/index.php?topic=20714.msg864307#msg864307 | Missionary asks the question "how much do you love terminal card draw?". Naturally this depends on whether there are villages in the kingdom. In most cases there are, and having your draw buy itself is difficult to turn down, even if the uncontested pile would end up gaining you 20. |
grep | Army of the Dead | http://forum.dominionstrategy.com/index.php?topic=20714.msg864341#msg864341 | This looks entertaining. $8@8 seems a reasonable price for this project if you can spike it first. The first mover advantage on it could be considered swingy mind. |
Gubump | Developing City | http://forum.dominionstrategy.com/index.php?topic=20714.msg864387#msg864387 | This is an interesting card, and I think I also prefer the updated version. Developing City is kind of a one-shot Lost City, with the option to sacrifice another action for two of itself. Coupled with a workshop variant, this can be a deferred Lost City, plus any WV perks granted, or at least until either pile runs dry. I like it. |
emtzalex | Astrologer + Zodiac pile | http://forum.dominionstrategy.com/index.php?topic=20714.msg864436#msg864436 | Astrologer is an interesting card to consider. With few enough in your opponents' hands, you may be able to build around them becoming one of the later effects, but such a strategy would require a lot of profitless setup, and could easily fall apart. More likely, you and your opponent would only buy some to take advantage of the early village zodiacs, and an underterminaled turn could still then see a player ruin them for everyone. Perhaps these are best spammed with gainers, and cycled to the nearest useful non-terminal option. |
The Alchemist | Air + Water + Earth + Fire | http://forum.dominionstrategy.com/index.php?topic=20714.msg864457#msg864457 | This is a novel idea, and does a good job matching elements to effects. The effects are generally pretty strong, though as you say, some more essential than others, depending on the kingdom. Earth seems the most likely to be a dead card, and players have little incentive to remove dead cards from atop the pile. |
DunnoItAll | Mice | http://forum.dominionstrategy.com/index.php?topic=20714.msg864698#msg864698 | Mice feels like a deceptively weak-looking card. Opening with two of these, one could reasonably expect to gain another two T3, and gaining two mice or being in the money from there on out. Throwing in a trasher might be worthwhile, but I would expect a monolithic mice deck to be pretty happy greening in no time. I appreciate this quick analysis probably pales in comparison to your playtesting; it would be fun to see how this played out in your games. |
spineflu | Gentry | http://forum.dominionstrategy.com/index.php?topic=20714.msg864481#msg864481 | This works for sure; a card similar to Great Hall, but more malleable to available draw/actions. Groom aficionados will be ecstatic to work their way through 16 of these. Gentry is fine. |
spheremonk | Caravel + Carrack | http://forum.dominionstrategy.com/index.php?topic=20714.msg864522#msg864522 | This is cute. Caravel is an expensive peddler variant that becomes easily worth the investment if you can collide them for Carracks. A good card, up against strong competition. |
Timinou | Rabbit | http://forum.dominionstrategy.com/index.php?topic=20714.msg864570#msg864570 | Rabbit takes a little unrewarded investment to get started, but evens out once you can make a pair collide. With the use of throne room variants, you can milk a huge amount of value out of these, but otherwise these are a fairly static payload. I'm not fully convinced the gaining effect justifies the pile size tweak, but I appreciate the effort. |
(https://live.staticflickr.com/65535/51037297691_9b5eeef303_b.jpg)
Pigeon is a weird card. I think there are boards where it is optimal for both players to never do anything if Pigeon is in the kingdom (think Wall with no trashing). That seems... problematic, to say the least.
Pigeon - $4
Action
+1 Action
+$1
You may discard a Pigeon for +1 Card and +$1. Otherwise, gain a Pigeon.
----
When you buy a card, if there is no copy of it on your Pigeon mat, put one there from the Supply and gain a Pigeon.
Well judged. Some great entries.Pigeon is a weird card. I think there are boards where it is optimal for both players to never do anything if Pigeon is in the kingdom (think Wall with no trashing). That seems... problematic, to say the least.
Xen3k, I wonder if you could avoid this by making the penalty per-player, rather than global. i.e. buying a card from a pile unlocks that pile for you, but no-one else.
Having a nest token per player per pile would get much too fiddly, but how about this wording:QuotePigeon - $4
Action
+1 Action
+$1
You may discard a Pigeon for +1 Card and +$1. Otherwise, gain a Pigeon.
----
When you buy a card, if there is no copy of it on your Pigeon mat, put one there from the Supply and gain a Pigeon.
Some side effects:
- all supply piles would be effectively smaller. You could mitigate some of the effects of that by adding "In games using this, you may buy or gain cards from your Pigeon mat."
- weirdness with split piles, Knights, Castles etc.
Pigeon is a weird card. I think there are boards where it is optimal for both players to never do anything if Pigeon is in the kingdom (think Wall with no trashing). That seems... problematic, to say the least.