Fief - $3
Action
Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
Fief - $3
Action
Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
Rules:
| Examples:
|
(https://i.imgur.com/dqNxASOh.png) | Quote from: Spellcaster's Guild Spellcaster's Guild • Ally |
I like the modular concept of the Boroughs and Folks. IMO, I would suggest putting some text on the Boroughs stating that you should resolve the effects of the Folk.
Just to confirm, do you resolve the effect of the Folk when you buy it, or do you just gain the Borough?
FWIW, Royal + Municipality looks pretty strong for $5 since you don't need to throne a non-terminal in order to get the village effect. But I suppose not being able to throne itself is a clear downside, so maybe $5 is OK.
My Submission:
(https://i.imgur.com/dqNxASOh.png) Quote from: Spellcaster's GuildSpellcaster's Guild • Ally
After playing a Liaison, you may spend 3 Favors to play one of the set aside cards, leaving it there.
Setup: Set aside 2 unused Actions costing $4.
I've still got Allies on my mind. This is an Ally version of Way of the Mouse. It uses stronger cards, and uses 2 of them. To avoid goofy openings with Importer, I made it trigger on-play-Liaison, which I actually think makes it more interesting.
(https://i.postimg.cc/HL0Tx5rK/Loyal-Companion-v1.png)
Here's Way of the Mou- I mean, Loyal Companion, yes yes.
Trading Vessel
$4 Action-Duration-Liaison
Now and at the start of your next turn: +$2 and +1 Buy. Until then, when another player plays a Raft card they get +1 Favor.
----
Setup: Add an extra Action card pile to the Supply. Cards from that pile are Raft cards.
(https://i.imgur.com/StCc6vO.png) | Quote from: Crusader Crusader ($5 Action - Attack) |
(https://i.imgur.com/PU8FKnq.png) | Quote from: Divine Right Divine Right (State) |
Middleman: Action, $4
Gain the top card of the Imports deck.
Setup: Shuffle together three unused non-Attack Action piles costing $5 face down. This is the Imports deck.
I like this, but isn't Crusader strictly better than Militia?
(https://i.imgur.com/RAYBlvYh.jpg)
(https://i.imgur.com/9YYicx9h.jpg)
Rally
Action ($3)
+1 Card
+1 Action
Reveal the top 3 cards of your deck. Put the Supporter cards into your hand and put the rest back in any order.
---
Setup: Add an extra Kingdom card pile costing $2, $3, or $4 to the Supply. Cards from that pile are Supporter cards.
The non terminal draw counterpart to Young Witch. Its usefulness will vary considerably depending on the Supporter card (cantrips that can be easily gained like Magpie and Port seem pretty good, but a bad terminal like Fortune Teller means this is probably skippable). I know Young Witch only allows $2 or $3 cards, but for this card I think going up to $4 makes it more useful (there are a good chunk of nice $4 engine pieces, like the two I mentioned) and it also allows for more fun.
I like this, but isn't Crusader strictly better than Militia?
Based on them calling it a "slightly more expensive Militia," I'm guessing they think Militia costs (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
(https://i.imgur.com/ndSma4m.png)
It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful. Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.
(https://i.imgur.com/OGlOYku.png)
Merchant Road is a Treasure that adds a non-Supply pile of Goods which are always non-terminal (to make it easier to get multiple in play). Your first few plays will gain Goods and later you can get rewarded for playing lots of Goods. It seems kinda fun to not have a cost limit on Goods so there's a wider range of possibilities, but it maybe needs one, there's a big difference between a Pearl Diver gainer and a Grand Market gainer. Thoughts appreciated.
Stupa • $4 • Victory
Worth 3% for each Stupa - Gate pair you have.
-
When you buy this, gain a Gate from the trash; if you can't, trash a Gate from its pile.
Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.
(https://trello.com/1/cards/624f2b1e17f91b7dc9ada276/attachments/624f2b2cbf7a7025f5edf21d/previews/624f2b2fbf7a7025f5edf62b/download/image.png)QuoteStupa • $4 • Victory
Worth 3% per Gate you have.
-
When you buy this, trash a Gate from its pile, or gain a Gate from the trash.
Setup: Add an extra Kingdom card pile costing $5 to the Supply. Cards from that pile are Gates.
(https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-bowl-of-the-winds.png) $3 Action - Command - Wheel of Time: Bowl of the Winds Play the set-aside card in front of you, leaving it there. You may rotate the Wheel of Time pile. - Setup: Set aside a different unused Action in front of each player. | (https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-saidin.png) $4 Action - Command - Wheel of Time: Saidin +1 Action Play the set-aside card in front of you, leaving it there. Rotate the set-aside cards clockwise. | (https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-saidar.png) $5 Action - Command - Wheel of Time: Saidar +$2 Play the set-aside card in front of you, leaving it there. Rotate the set-aside cards counterclockwise. | (https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-aes-sedai.png) $6 Action - Command - Wheel of Time: Aes Sedai +1 Buy You may swap your set-aside card for someone else's. Play the set-aside card in front of you, leaving it there. You may play it again. |
(https://i.imgur.com/ndSma4m.png)
It guarantees that there will be +Buy in the kingdom (yay) which means the cost reduction will probably be more helpful. Then again, the 3 locked piles could be duchess, explorer, and harvest, and then key becomes a copper for $4...(not yay). Such is the way with cards that rely on other cards, like Commander, Prince, etc.
There's already something named Key (Treasurer's Artifact).
Work Assistant
$4 Action
+1 Card
+1 Action
+1 Buy
The next time you play a card from the worker pile +1 Card and if it is your buy phase retrun to your action phase.
-
Setup: Add an extra non-Victory supply pile costing up to $4 this is the worker pile.
Feedback appreciated.
I am currently working on a new gameplay mechanic consisting of Boroughs and Folks.
...
I am currently working on a new gameplay mechanic consisting of Boroughs and Folks.
...
First of all, I think this is a phenomenal idea. I like how this plays with the fact that a lot of official cards are a combination of a Vanilla and a non-Vanilla effect that have nothing to do with each other; this expands on the possibilities for that.
Which makes it very painful for me to say that I don't think this entry qualifies. If I understand this correctly, the Boroughs aren't Kingdom cards.
Morph
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) - Action - Command
If it's the first time you played Morph this turn, play the True card, leaving it there. Otherwise, play the True card or a non-Command Action card in the Supply, leaving it there. If the card you played cost (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) or more take (http://wiki.dominionstrategy.com/images/thumb/4/43/Debt1.png/18px-Debt1.png) debt.
-
Add an extra non-Command Action kingdom pile costing at least $3 to the game to be the True cards.
Doppleganger
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)(http://wiki.dominionstrategy.com/images/thumb/c/c6/Debt2.png/18px-Debt2.png) Cost - Action - Command
Play the True Shape card or a non-Command Action card from the Supply, leaving it there. If the card you played cost $5 or more, take (http://wiki.dominionstrategy.com/images/thumb/4/43/Debt1.png/18px-Debt1.png) debt per coin it costs more than $4. Take (http://wiki.dominionstrategy.com/images/thumb/c/c6/Debt2.png/18px-Debt2.png) debt if the card has (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) or (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) in its cost.
-
Add an extra kingdom pile that is a non-Command Action card costing at least $3 to the game (not in the supply). Those are the True Shape cards.
Fief - $3The problem I see with this is that about half of the $6 cards in the game are weak for their cost and the bottom card of these piles wants to be strong. Might work better if the bottom card of the randomly-made split pile was a $2, so the bottom card would be a $5.
Action
Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
<Merchant Road>I think this could cost $4. You have to play it as a gainer at least twice before it has a chance to give more than $2.
Matchmaker
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.
So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.
You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.
MatchmakerI wanted to do something like that for this contest (I'm a fan of Sauna-Avanto), but couldn't figure a way of doing it without too much text. Looks like you've found a way.
Action - $3
+2 Cards
You may play a Paired card.
______
Setup: Add 2 Action supply piles to the Kingdom. These are the "Paired" cards, and you may play a copy of one after playing a copy of the other.
So basically if the Paired cards are Village and Smithy, you may play a Smithy, then play a Village (without costing an Action), then play a Smithy and so on. Kind of like Sauna and Avanto.
You don't need to play a Matchmaker to chain the cards - it's just a cheap Lab that only works with certain cards.
I'm withdrawing my previous submission, and entering a new card:Discarding a $5 is a steep price before the endgame so this will mainly be weaker Artisan early on and, with a Duchy or Province in hand, an emulator later.
(https://i.imgur.com/0xb5jOR.png)
EDIT: Fixed typo
My hunch is that this is weaker than Artisan.
Experimental Theologian • $4 • Action - Reaction
+$2
You may play a card costing $5 from your hand.
-
After you play an Action card costing $3, you may reveal and play this from your hand.
Setup: Add additional kingdom piles costing $3 and $5 to the Supply.
Looks far weaker than Conclave.
(https://uploaddeimagens.com.br/images/003/815/862/full/Foreign_Lands_V1.0_%284%29.png?1649311081)
Wheel of Time - a rotating split pile
Rules:
1. Wheel of Time cards may only play and rotate the Action cards set aside during setup in front of each player
2. Rotating or swapping the set-aside cards means moving them from one person to another. The cards remain set-aside. There may be only one set-aside card for Wheel of Time cards to play in front of each player at any time.
(https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-bowl-of-the-winds.png)
$3 Action - Command - Wheel of Time: Bowl of the Winds
Play the set-aside card in front of you, leaving it there.
You may rotate the Wheel of Time pile.
-
Setup: Set aside a different unused Action in front of each player.
(https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-saidin.png)
$4 Action - Command - Wheel of Time: Saidin
+1 Action
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards clockwise.
(https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-saidar.png)
$5 Action - Command - Wheel of Time: Saidar
+$2
Play the set-aside card in front of you, leaving it there.
Rotate the set-aside cards counterclockwise.
(https://github.com/UltimateGeek/dominion-fan-cards/raw/main/design-contests/wheel-of-time/wot-aes-sedai.png)
$6 Action - Command - Wheel of Time: Aes Sedai
+1 Buy
You may swap your set-aside card for someone else's.
Play the set-aside card in front of you, leaving it there.
You may play it again.
Servants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.
Well Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).
Adding an additional Kingdom pile that contains the same cards as an existing pile will cause too much rules confusion. And, on a practical level, it would require the set it is in to have an extra copy of Estates and Duchies to ensure that there are enough copies to do so. Which is a lot of extra cards to include for one Kingdom card.
(https://live.staticflickr.com/65535/51994803071_8cf97cfe40_b.jpg) (https://live.staticflickr.com/65535/51995345830_606c2e099f_b.jpg)QuoteServants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.QuoteWell Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).
A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.
(https://live.staticflickr.com/65535/51994803071_8cf97cfe40_b.jpg) (https://live.staticflickr.com/65535/51995345830_606c2e099f_b.jpg)QuoteServants' Quarters $1
Victory
0VP
----
Setup: Add an additional Kingdom card pile of Duchies and another of Estates. Each player takes Well Served.QuoteWell Served
State
When you buy a Victory card, gain a cheaper Victory card. When scoring, 1% per 2 Servants' Quarters you have (round up).
A Victory card essentially worth .5 VP. The Victory card has the setup rules, the State each player takes has the scoring and in game rules that make you gain a cheaper Victory card whenever you buy a Victory card. Using the state makes it so I did not have to cram so many rules on a single card. Feedback is appreciated.
I think Well Served would better if it is "you may gain...", as it changes game for all players even if they don't buy Servants' Quarters. In general, I would not want to gain a Estate when I buy a Duchy, it's less VPs per card in average. It would also soften consequences for 3-pile, as it would make not automatic the Border Village effect to all Victories.
Is there any way to lose Well Served, or do all players have it for the whole game?They have it the whole game. It is a way to avoid cramming all those rules onto Servants Quarters. I guess it could grab a Landmark instead of giving a State to everyone, but that seems like a new mechanic entirely.
I don't agree with the premise that the bottom cards needs to be strong. Of the official rotating piles,Fief - $3The problem I see with this is that about half of the $6 cards in the game are weak for their cost and the bottom card of these piles wants to be strong. Might work better if the bottom card of the randomly-made split pile was a $2, so the bottom card would be a $5.
Action
Discard a card for + $3.
You may rotate the Fief pile.
-
Setup: Make a split pile out of these and 4 copies each of a random unused Kingdom card costing $4, $5 and $6.
i'm not sure i agree with your middle two takes there faust.
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.Distant TravelerThis is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
$2 Action - Reserve
+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.
Is the wording correct on the Setup? Thoughts on the price?
Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.Distant TravelerThis is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
$2 Action - Reserve
+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.
Is the wording correct on the Setup? Thoughts on the price?
Edited the original to add making it worth getting early and hope it's worth it.Any suggestions? Do you think the card is irrelevant in total? I could add +1 card or a victory token. I also thought about adding the same rule as distant lands about it being worth points if on the Tavern mat.Distant TravelerThis is a card with a fairly irrelevant price as you don’t want it early anyway (unless the Kingdom is a junk festival).
$2 Action - Reserve
+1 Action
Put this on your Tavern Mat.
-
At the start of your turn, you may call this. If you do Gain a Distant Lands.
-
Setup: Add Distant Lands outside of the supply pile.
Is the wording correct on the Setup? Thoughts on the price?
Viceroy
Trash a card from your hand.
You may play an Action or Treasure that shares a type with it from your hand three times.
Heirloom: Bequeathment
Action - $5
Bequeathment(https://i.imgur.com/ryqy4Np.png)(https://i.imgur.com/z751edL.png)
$1
Gain a card from the set-aside pile.
-
Setup: Set aside an unused Kingdom Action pile costing $3 or $4.
Treasure/Heirloom - $2
Band of Laborers
⑤ Action
+③
Discard 2 cards. Choose one:
+2 Cards; or play the set-
aside card, leaving it there.
-
Setup: set aside an unused
Action costing ③ or ④.
WarmongeringI'm a fairly long time lurker of the design contest board, but I thought I might as well register so I could throw my hat in for this contest with a design I had already been thinking about.
$1 Event
Once per turn: +1 Buy. Reveal the top 3 cards of the Warmonger deck. You may buy one of those cards this turn. Put the unbought cards on the bottom of the Warmonger deck at the end of the turn.
---
Setup: Make a Warmonger deck from at least 10 different unused Attack Kingdom cards.
Fief by FaustI was comparing to Gladiator rather than Horse Traders. Horse Traders is a pretty weak $4, and it would be even sadder without the reaction and the +Buy. Gladiator is a $3 that can also produce $3. Fief is probably a bit better because it is more reliable in the early game, but that is a feature, not a bug - the top card of a rotating pile should be powerful.
It seems lot of people liked this idea. Well, so do I. A make-your-own rotating split pile is a super cool idea, and one that I hadn’t even considered. About the implementation, though, the top card seems too strong. Compare to Horse Traders: it costs $4 and forces you to discard 2 cards, but this costs $3 and only forces you to discard 1. Also, maybe the bottom card should be $6 or greater? That would open up more possibilities. Someone also suggested making it a $2-to-$5 pile instead, which is also worth considering.