Foundry (Action, $4)
Gain a card costing up to $4.
This turn, when you gain a card, +1 Card.
This requires a bit of thought to use correctly. Get it right and you can go mad with your drawing. If you're careless, you might end up drawing a card you can't play...
Made a mockup of the card (https://i.imgur.com/EZyLOYe.png)
There are 4 Wild Citys per player. So in a 2 player game its 8, in a 3 player game its 12, and etc.
(https://i.imgur.com/GhKPuVP.png)
My submission: A city variant that gains itself, but when the pile is empty and No more Wild Citys can be gained, it becomes a very expensive woodcutter. I imagine that in most games the pile will run out quickly, and it becomes a dance between players.
There are 4 Wild Citys per player. So in a 2 player game its 8, in a 3 player game its 12, and etc.This seems extremely snowball-y if one player happens to draw Silver + 4 Coppers in the second shuffle and the others do not.
(https://i.imgur.com/GhKPuVP.png)
My submission: A city variant that gains itself, but when the pile is empty and No more Wild Citys can be gained, it becomes a very expensive woodcutter. I imagine that in most games the pile will run out quickly, and it becomes a dance between players.
Made a mockup of the card (https://i.imgur.com/EZyLOYe.png)
That was nice of you, but it shouldn't have a dividing line.There are 4 Wild Citys per player. So in a 2 player game its 8, in a 3 player game its 12, and etc.
(https://i.imgur.com/GhKPuVP.png)
My submission: A city variant that gains itself, but when the pile is empty and No more Wild Citys can be gained, it becomes a very expensive woodcutter. I imagine that in most games the pile will run out quickly, and it becomes a dance between players.
Reading it, I thought you got the +1 Buy and +$2 if you did gain a Wild City. I don't think you need that second "If you did" at all, even if it will sometimes matter.
"Gain a Wild City. If you did, +2 Cards and +2 Actions. Otherwise, +1 Buy, +$2, and return this to its pile."
(https://i.imgur.com/CwWagCTh.png) | Quote from: Floating City FLOATING CITY -- $13 |
My Submission:
(https://i.imgur.com/CwWagCTh.png) Quote from: Floating CityFLOATING CITY -- $13
ACTION
+2 Cards
+2 Actions
Choose one: +$3; or +2 Coffers; or +1VP.
When you buy this, gain two more Floating Cities.
Floating City is a card I have been toying with different versions of for a while. It is both incredibly powerful and incredibly expensive. If you do manage to pay the cost, you get 3 of them, whereas if you take a shortcut like playing Lurker twice or using Displace on a Colony, you only get one at a time.
Like with Port, there are 12 copies of Floating City in the Supply.
(https://imgur.com/v1vlS2k.png)
Terminal draw that gets stronger the more you play, chaining together if they find each other. The more workers you have on your assembly line, the more work you can do! Chaining effect is similar to library's interaction with actions, but playing instead of discarding. Playing 5 workers averages out to 5 smithies, but for a quarter the cost!
This card has been updated from a previous version in my industrial revolution fan expansion (http://forum.dominionstrategy.com/index.php?topic=20619), this was one of the 1-cost cards that needed buy-support/alternate gain to be viable, and I think this version dealt with that nicely.
So this costs more than any official card, barring debt costs. I think in many games this would just get ignored.
In games where you want to buy this, I suspect it would suffer from "the first player to buy this gains a major advantage" issue. Even more so, since once you gain the first 3, your odds of getting up to $13 again increase greatly (imagine drawing all 3 the very next turn) and continue to increase that advantage.
Edit 1This new variant seems... better than Lost City for $4? The gaining effect is net-zero as it affects all players equally (though occasionally it benefits you more). Having to return is isn't much of a drawback as the next Wild City you gain can simply get it back. In some ways, its even a boost as it allows you to play the same Wild City multiple times in a turn. This is way overpowered.
(https://i.imgur.com/k2BiXZC.png)
So this costs more than any official card, barring debt costs. I think in many games this would just get ignored.
In games where you want to buy this, I suspect it would suffer from "the first player to buy this gains a major advantage" issue. Even more so, since once you gain the first 3, your odds of getting up to $13 again increase greatly (imagine drawing all 3 the very next turn) and continue to increase that advantage.
It's more expensive than any official card, but still costs one less than Dominate (at $14). The fact that the card is (1) hard to buy, and (2) very advantageous to the player who manages to buy it is the point of card. As with Dominate, a player has to make the strategic decision of whether to delay greening in order to hit this higher price point; if/when they do, the reward is are substantial, but it has to make up for the lead they will have given the other player(s). If more than one player is going after Floating Cities, they also have to account for the strategic risk that the other player getting their first will likely mean losing the game.
Edit 1This new variant seems... better than Lost City for $4? The gaining effect is net-zero as it affects all players equally (though occasionally it benefits you more). Having to return is isn't much of a drawback as the next Wild City you gain can simply get it back. In some ways, its even a boost as it allows you to play the same Wild City multiple times in a turn. This is way overpowered.
(https://i.imgur.com/k2BiXZC.png)
Submission updated with text corrections:
(https://imgur.com/WHE0tZZ.png)
Let me know if you'd prefer I simply modify the original post instead.
Tin
$4 - Treasure
Worth $1 per Copper in play.
You may trash a Copper from your hand to gain a Treasure card costing up to $5.
SuburbI would choose Hamlet over this most of the time - should cost $2.
Action - $3
+1 Card
+1 Action
You may play a Suburb from your hand.
---
When you buy this, gain another Suburb.
(https://i.ibb.co/WyZ6T8X/image.png) (https://tinyurl.com/2yctn634)QuoteTin
$4 - Treasure
Worth $1 per Copper in play.
You may trash a Copper from your hand to gain a Treasure card costing up to $5.
(https://i.imgur.com/j2onabp.png)QuoteRabbit
Action
$5
+1 Card
+1 Action
+$1
-
When you play this, if you have exactly 1 other Rabbit in play, gain a Rabbit.
A self-gaining Peddler variant. You normally need to gain at least 2 of these before the self-gaining kicks in, but once you do, they can potentially multiply quickly, especially in games with strong draw. The "exactly 1 other Rabbit" provision is to limit the self-gaining, so that most of the time, the self-gaining only kicks in once per turn. There are, of course, a few situations where it can activate more than once. If you Throne your second Rabbit, for example, then there's still only 1 other Rabbit in play on the second play. Likewise, you can use multiple Overlords or Necromancers (or Captain with cost reduction) and gain a Rabbit each time, if you have only one Rabbit in play. Those command cards can also allow the self-gaining to kick in without gaining a second Rabbit first
I'm debating whether to make it a standard 10-card pile or more than 10, and if more, how many? More than 10 would also fit nicely with the name, since rabbits can quickly increase their numbers
(https://i.imgur.com/j2onabp.png)QuoteRabbit
Action
$5
+1 Card
+1 Action
+$1
-
When you play this, if you have exactly 1 other Rabbit in play, gain a Rabbit.
A self-gaining Peddler variant. You normally need to gain at least 2 of these before the self-gaining kicks in, but once you do, they can potentially multiply quickly, especially in games with strong draw. The "exactly 1 other Rabbit" provision is to limit the self-gaining, so that most of the time, the self-gaining only kicks in once per turn. There are, of course, a few situations where it can activate more than once. If you Throne your second Rabbit, for example, then there's still only 1 other Rabbit in play on the second play. Likewise, you can use multiple Overlords or Necromancers (or Captain with cost reduction) and gain a Rabbit each time, if you have only one Rabbit in play. Those command cards can also allow the self-gaining to kick in without gaining a second Rabbit first
I'm debating whether to make it a standard 10-card pile or more than 10, and if more, how many? More than 10 would also fit nicely with the name, since rabbits can quickly increase their numbers
It shouldn't have the dividing line, and it shouldn't say "when you play this." Both parts of it are on-play.
new submission: hopefully this isnt terrible
(https://i.imgur.com/9oGrrFj.png)
Consulate • $5 • Actiontwelve to the pile in 2, 3 and 5player. fifteen to the pile in 4p, fourteen in 6p.
+2 Cards
+2 Actions
-
When you buy this, gain another Consulate, then each other player gains a Consulate.
new submission: hopefully this isnt terrible
(https://i.imgur.com/9oGrrFj.png)
new submission: hopefully this isnt terrible
(https://i.imgur.com/9oGrrFj.png)
What's it worth with no empty piles? Granted, that situation wouldn't happen very often, since the self-gaining would usually ensure that its own pile empties before the end of the game (and being a cantrip workshop, most of the time you'd probably end up with more than one empty pile, and 3-pile endings would probably be quite common), but it's certainly not impossible (for example, someone Possessing you could use Way of the Butterfly on your Antique on the same turn they buy the last Province, causing its pile to no longer be empty)
(Also, minor grammatical nitpick: it should be "there are" with the numbers 2 and 3)
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/609b76bac93e298aa416c348/c5623558c732529c93b51afe4119c2cf/image.png)QuoteConsulate • $5 • Actiontwelve to the pile.
+2 Cards
+2 Actions
-
When you buy this, gain another Consulate, then each other player gains a Consulate.
Lost City version of Port that also gives everyone else the card.
new submission: hopefully this isnt terrible
(https://i.imgur.com/9oGrrFj.png)
What's it worth with no empty piles? Granted, that situation wouldn't happen very often, since the self-gaining would usually ensure that its own pile empties before the end of the game (and being a cantrip workshop, most of the time you'd probably end up with more than one empty pile, and 3-pile endings would probably be quite common), but it's certainly not impossible (for example, someone Possessing you could use Way of the Butterfly on your Antique on the same turn they buy the last Province, causing its pile to no longer be empty)
(Also, minor grammatical nitpick: it should be "there are" with the numbers 2 and 3)
The Province pile would still be empty though, right? I don’t see any situation where the game ends without empty piles.
Village of Secrets - Action Night, $4 cost.
If it's your Action phase, +1 Card and +2 Actions. Otherwise, you may play an Action card from your hand to gain a copy of it.
(https://i.imgur.com/6DHu0ek.png)This seems very reminiscent of this card from a previous contest:QuoteRabbit
Action
$5
+1 Card
+1 Action
+$1
If you have exactly 1 other Rabbit in play, gain a Rabbit.
EDIT: Updated Version
(https://i.imgur.com/IZ3pi7Y.png)Quote from: Rabbit$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.
Locket - $4
Treasure
Gain a card costing up to $4. If it is an Action or Treasure that you have no copies of in play, play it.
ParishI think parrish should have a second dividng line (one between the vp and the action and an other between the action and the on-trash effect)
Action - Victory
Cost (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
You may trash a card from your hand. If you do gain a Parish
__________________________________________________
When you trash this +3(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
new submission: hopefully this isnt terribleWait, this can easily autopile right?
(https://i.imgur.com/9oGrrFj.png)
(https://i.imgur.com/Z3KeSw4.png)Wow, this card is really cool; it's a verry ellegant one! Great job here!QuoteLocket - $4
Treasure
Gain a card costing up to $4. If it is an Action or Treasure that you have no copies of in play, play it.
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/609b76bac93e298aa416c348/c5623558c732529c93b51afe4119c2cf/image.png)QuoteConsulate • $5 • Actiontwelve to the pile.
+2 Cards
+2 Actions
-
When you buy this, gain another Consulate, then each other player gains a Consulate.
Lost City version of Port that also gives everyone else the card.
In a 3-player game, the pile gets emptied after it is bought three times, right? In a 4-player game, the third time it is bought, three players will get stiffed, since there won’t be enough left in the supply. I’m wondering if the pile size should vary based on the player count, as it could otherwise be quite swingy.
new submission: hopefully this isnt terrible
(https://i.imgur.com/9oGrrFj.png)
Edit 1
(https://i.imgur.com/YTNWWVf.png)
Now you cant gain other cards when Antiques run out, and its basically a curse then. I tried to make it so you don't necessarily want to autopile
new submission: hopefully this isnt terribleWait, this can easily autopile right?
(https://i.imgur.com/9oGrrFj.png)
I intended that part: question is if you want to with the new edit
new submission: hopefully this isnt terribleWait, this can easily autopile right?
(https://i.imgur.com/9oGrrFj.png)
I intended that part: question is if you want to with the new edit
new submission: hopefully this isnt terrible
(https://i.imgur.com/9oGrrFj.png)
Edit 1
(https://i.imgur.com/YTNWWVf.png)
Now you cant gain other cards when Antiques run out, and its basically a curse then. I tried to make it so you don't necessarily want to autopile
update
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/6099158127c0ae7ad0e401b9/f0b78fa039b56c4f2beafc19ec381e34/Village_of_Secrets.png)QuoteVillage of Secrets - Action Night, $4 cost.
If it's your Action phase, +1 Card and +2 Actions. Otherwise, you may play an Action card from your hand to gain a copy of it.
(https://i.imgur.com/6DHu0ek.png)This seems very reminiscent of this card from a previous contest:QuoteRabbit
Action
$5
+1 Card
+1 Action
+$1
If you have exactly 1 other Rabbit in play, gain a Rabbit.EDIT: Updated Version
(https://i.imgur.com/IZ3pi7Y.png)Quote from: Rabbit$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.
Oh, I'd forgotten about that one. It's not exactly the same, but it's certainly similar. Maybe I should withdraw this one then?
I had to read 'either choose all, or one three times' about five times before getting it. That may be just me, there's a lot of variety in how people parse weird grammar. But I really think "Choose one: +3 Cards; or +3 Actions; or +$3; or +1 Card, +1 Action, +$1." would be an improvement. It also fits on three lines.
Irregulars - $3+
Action - Attack
+2 Cards
You may play an Irregulars from your hand to trash this. If you do, gain a Mercenary or 3 Silver. Otherwise, each other player discards down to 4 cards in hand.
----
When you buy this, you may overpay by $2 to gain an Irregulars.
Design of that one got some tweaks from the good folks on the Discord:Not excited about the vanilla stuff but it is obvious very strong with Remodelers. I’d consider returning it to the Supply when it is trashed.
(https://i.postimg.cc/TGS1rxzT/Hydra-v2.png)
So, which head will you choose? The one that's a super-Village? Or perhaps the Smithy head? Or why not the Peddler head, it's always been reliable in the past.
Careful though. When you cut a Hydra's head, 2 more pops in its place. A courageous Knight smiting the Hydra will only multiply it in your deck, for instance.
Third times the charm. This is my submission now
Jewelry is a 20 card supply pile, regardless of the numbers of players
(https://i.imgur.com/70ZSHmg.png)
A self gaining gold that hates having other copies of itself in its hand: Can give you a huge boost early on, but tank your deck if you aren't careful
edit 2:
Improved wording courtesy of crlundy
(https://i.imgur.com/O5BvQpo.png)
Edit 3:
(https://i.imgur.com/k8pI6uV.png)
Increased its cost to 4 so players cant double open with jewelry: Buffed it by adding an option to trash itself. Its now a 20 Card pile, similar to Rats
(https://i.imgur.com/Z3KeSw4.png)QuoteLocket - $4
Treasure
Gain a card costing up to $4. If it is an Action or Treasure that you have no copies of in play, play it.
Version history:
(https://i.imgur.com/4rmxPbZ.png)
This one might give instructions to play Victory cards and Curses. That weirdness is avoided with the new, clumsier, wording.
I love the concept of this card. It seems a little too strong. Non-terminal workshop for $4 is a fairly strong 4. Making it a Treasure workshop for $4 is even better than that. And in early game (when you want workshops), it acts as a cantrip workshop where you draw a card you actually want to play.I don't think Treasure-Workshop is better than non-terminal Workshop, gains in your Action phase that you can still play the same turn more than make up for the threat of being drawn dead.
I think a cost of $5 makes more sense here. You could add a $1 to it even.
If you want to keep it $4, I think you'd have to have to either restrict the clause to just action or treasure card auto-playing (where I think Action is more interesting). Alternatively, you could turn it into a terminal action. I do believe this is well-balanced as a terminal Action card and competes with other $4 gainers decently.
Pier: Action, $4
+3 Cards
You may discard a non-Victory card to gain a copy of it.
(https://i.ibb.co/wY9Pgsc/Scriptorium.png) | Scriptorium $5 – Action Quote
|
(https://i.ibb.co/pJS2mNx/Scriptorium.png) | Scriptorium $5 – Action Quote
|
I love the concept of this card. It seems a little too strong. Non-terminal workshop for $4 is a fairly strong 4. Making it a Treasure workshop for $4 is even better than that. And in early game (when you want workshops), it acts as a cantrip workshop where you draw a card you actually want to play.I don't think Treasure-Workshop is better than non-terminal Workshop, gains in your Action phase that you can still play the same turn more than make up for the threat of being drawn dead.
I think a cost of $5 makes more sense here. You could add a $1 to it even.
If you want to keep it $4, I think you'd have to have to either restrict the clause to just action or treasure card auto-playing (where I think Action is more interesting). Alternatively, you could turn it into a terminal action. I do believe this is well-balanced as a terminal Action card and competes with other $4 gainers decently.
I'm also kind of unconvinced on your last paragraph. If this were a terminal Action for $4, I think it would be significantly stronger than the current version. The things you want to gain with Workshops are most of the time Cantrips anyways, and that would be very good with the card that you suggest, but it is kind of crappy on Locket.
(https://i.imgur.com/szCT8dw.png)
Here's my submission for the week. Scaffolding comes in a pile of 12 cards.
I've toyed around with a few versions, but it still feels a bit unrefined. The idea behind Scaffolding is a temporary card in your deck that will help you gain additional cards to accelerate and improve your deck.
My Submission:
(https://i.ibb.co/pJS2mNx/Scriptorium.png) Scriptorium
$5 – ActionQuote
Gain an Action card costing
up to $5. Each player may set
aside a copy of it from their
hand and either plays it now
or at the start of their turn.
Here's my submission for the week. Scaffolding comes in a pile of 12 cards.
I've toyed around with a few versions, but it still feels a bit unrefined. The idea behind Scaffolding is a temporary card in your deck that will help you gain additional cards to accelerate and improve your deck.
Instead of having 12 in the pile, how about it returns itself to its pile instead of trashing itself? That's a recent change I made to a similar card of mine (a remodel that I was considering for this contest). Returning itself instead of trashing itself worked really well in my test game with it.
My Submission:
(https://i.ibb.co/pJS2mNx/Scriptorium.png) Scriptorium
$5 – ActionQuote
Gain an Action card costing
up to $5. Each player may set
aside a copy of it from their
hand and either plays it now
or at the start of their turn.
I like this, but I think it would be simpler if they just always played it at the start of their next turn.
(https://i.imgur.com/szCT8dw.png)
Here's my submission for the week. Scaffolding comes in a pile of 12 cards.
I've toyed around with a few versions, but it still feels a bit unrefined. The idea behind Scaffolding is a temporary card in your deck that will help you gain additional cards to accelerate and improve your deck.
If you play a Scaffolding and don't have any others in play, you could trash it to gain two $2-cost cards, which might be nice if there are good $2-cost cards like Pixies in the Kingdom. If you already have a Scaffolding in play, you could play another Scaffolding and trash it to gain two cards costing up to $4 (including more Scaffoldings). If you have two in play, you could play a third Scaffolding to trash it and gain two cards costing up to $6. The duration-draw is primarily intended to help you find additional Scaffoldings in your deck, but could also provide some additional flexibility as the card might otherwise be a bit weak.
If you play a Scaffolding and don't have any others in play, you could trash it to gain two $2-cost cards
If you play a Scaffolding and don't have any others in play, you could trash it to gain two $2-cost cards
No you couldn't, because the one Scaffolding would be in the trash, not in play. To work as you want it to, it would have to say "...or gain 2 non-Victory cards costing up to $2 per Scaffolding you have in play, then trash this." That would allow the card to be played without trashing using Command cards/Necromancer, but in those cases the copy of Scaffolding being played wouldn't be in play, so it would be weaker.
If you play a Scaffolding and don't have any others in play, you could trash it to gain two $2-cost cards
No you couldn't, because the one Scaffolding would be in the trash, not in play. To work as you want it to, it would have to say "...or gain 2 non-Victory cards costing up to $2 per Scaffolding you have in play, then trash this." That would allow the card to be played without trashing using Command cards/Necromancer, but in those cases the copy of Scaffolding being played wouldn't be in play, so it would be weaker.
Ah, good catch! I'll fix the wording, and I will likely go back to returning it to the supply rather than trashing. So something like "gain 2 non-Victory cards costing up to $2 per Scaffolding you have in play, then return this to the Supply."
(https://trello-attachments.s3.amazonaws.com/5d34c84e360a440d0d16278b/609b76bac93e298aa416c348/c5623558c732529c93b51afe4119c2cf/image.png)QuoteConsulate • $5 • Actiontwelve to the pile in 2, 3 and 5player. fifteen to the pile in 4p, fourteen in 6p.
+2 Cards
+2 Actions
-
When you buy this, gain another Consulate, then each other player gains a Consulate.
will pile in
4 buys in 2p
3 buys in 3 + 4p
2 buys in 5+6p
Lost City version of Port that also gives everyone else the card.
I'm honestly surprised I won. There were a lot of great entries. Thanks for running the contest, 4est. Hopefully people will enjoy WDC #115.Honnestly, I'm not, your card are one of the best in my opinion too.
I've been out of the fan card scene for a lot of years now. It's good to see the Variants forum thriving! This rotating weekly contest idea is really genius. It's great that just one person isn't responsible for keeping the whole thing going.
Locket by faust (http://forum.dominionstrategy.com/index.php?topic=20787.msg869671#msg869671)It's not a huge miss but I think + cards could be usefull during the buy phase: if you play locket, gain a +card action and draw a treasure you can play it since you've bought anything, right?
Gain and play in the Buy phase is a little awkward sometimes, since +Cards can draw Actions dead, but I like that it changes up the strategy a bit from typical gainers and encourages you to add variety.
Worker by The Alchemist (http://forum.dominionstrategy.com/index.php?topic=20787.msg869588#msg869588)
Inexpensive terminal draw which chains and gets stronger, and has a pseudo-overpay option to gain a second one (which you’ll likely almost always use since just one of these isn’t super helpful). Seems okay, though obviously requires +Action and trashing/sifting support to be usable. The setting aside then playing feels a little weird—without revealing, there’s not really a way to keep the player honest in playing a Worker they drew vs. one that was in their hand. Is there a reason to not just have it say, “You may play a Worker from your hand.”? Without that, it’s much harder for Workers to chain off the first play unless your first Worker draws a Worker.