Upcycle
Action
$5
Trash a card from your hand. Gain a card costing up to $3 more than it, that it shares a type with it.
Notes
- Replacement for Rebuild
- My objective to to stop the card having a monolithic strategy. To do this the card is now terminal and now trashes from your hand instead of digging through your deck. It now behaves more like the more traditional remodel family members.
- To keep the spirit of Rebuild, the price gap is still $3 so you can still turn Estates into Duchies and Duchies into Provinces, etc.
- To give something back to the card and to open up the scope of its use, it no longer just trashes and gains Victory cards. That restriction is now that the trashed and gained cards must share a type.
MarionetteNeeds Outpost's "If this is the first time you've played a Marionette this turn" clause.
cost $6P - Action - Duration
If the previous turn wasn't yours, take another, at whose start your left player puts their deck in their discard pile and reveal all cards there, and you may play one of the revealed Action card, leaving there.
A new Possession harms little to your left player.
Pirate Map - $4
Action
+$2
+1 Buy
You may trash a Pirate Map from your hand, to gain 2 Golds onto your deck.
Upcycle
Action
$5
Trash a card from your hand. Gain a card costing up to $3 more than it, that it shares a type with it.
Notes
- Replacement for Rebuild
- My objective to to stop the card having a monolithic strategy. To do this the card is now terminal and now trashes from your hand instead of digging through your deck. It now behaves more like the more traditional remodel family members.
- To keep the spirit of Rebuild, the price gap is still $3 so you can still turn Estates into Duchies and Duchies into Provinces, etc.
- To give something back to the card and to open up the scope of its use, it no longer just trashes and gains Victory cards. That restriction is now that the trashed and gained cards must share a type.
From the Allies Secret History: I also had an Expand that required the gained card to share a type with the trashed card. It only cost $4 and still wasn't exciting most games.
Voodoo Doll, replacing Possession
(https://i.imgur.com/nnQ6J87.png)
Voodoo Doll, replacing PossessionProbably ought to not be able to play durations, since you'll need to track their effects after having removed them from play
(https://i.imgur.com/nnQ6J87.png)
Voodoo Doll, replacing PossessionProbably ought to not be able to play durations, since you'll need to track their effects after having removed them from play
(https://i.imgur.com/2IPSmfIh.png) | Quote Bal Masqué • $4 • Action - Attack |
Duk
(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) - Event
During clean-up this turn, after discarding and before drawing your next hand: Look through your discard pile. Shuffle all but up to 5 cards from it into your deck. Gain a Duchy.
Battlements
____
+1 card
+1 action
If you didn’t ignore the effects of any attack, you may have each player with 4 or more cards in hand puts one onto their deck or discards 2 cards. Otherwise, +1 action
____
When you end your turn, you may reveal this from your hand until your next turn. If you do, you may ignore the effects of any attack card played while revealed.
____
Action - Attack - Reaction
____
(6)
I hate Adventurer with an irrational passion. Not sure if this fixes it though.I don’t think that suffices. The trashing is fairly weak and digging for two Treasures is arguable a $2.
(https://i.imgur.com/plkbmLR.png)
Upcycle
Action
$5
Trash a card from your hand. Gain a card costing up to $3 more than it, that it shares a type with it.
Notes
- Replacement for Rebuild
- My objective to to stop the card having a monolithic strategy. To do this the card is now terminal and now trashes from your hand instead of digging through your deck. It now behaves more like the more traditional remodel family members.
- To keep the spirit of Rebuild, the price gap is still $3 so you can still turn Estates into Duchies and Duchies into Provinces, etc.
- To give something back to the card and to open up the scope of its use, it no longer just trashes and gains Victory cards. That restriction is now that the trashed and gained cards must share a type.
From the Allies Secret History: I also had an Expand that required the gained card to share a type with the trashed card. It only cost $4 and still wasn't exciting most games.
Quote Pickpocket - $3 | Quote Assassin - $0* |
Here's my submission to replace Camel Train. I've been playing Dominion a long time, and I know I'm not the best, but I often introduce new people to the game who really enjoy it. The number of times I see people go for Camel Train and not get access to their exiled cards as they've not got enough money just makes me feel sad for their enjoyment of the game. So, you either exile or discard from exile, but there's still that wait to get the card. I did consider having the card be top-decked instead, but then you've just got Transport...
Caravanserai
$4
Action-Duration
Choose one: either Exile a non-Victory card from the Supply now; or discard a card from Exile.
Choose one: Exile a non-Victory card from the Supply; or, at the start of your next turn, discard a card you have in Exile.
Camel Train is perfectly fine. It should be obvious that the card puts stuff in the pipeline but does not help you access that very pipeline. I mean, gee, Thief was not overpowered just because every beginner feared him stealing your Coppers. People misevaluating or misplaying a card says very little about that very card.Lucky for them, the contest isn't about rebalancing an already balanced card, nor is it to bump up an underpowered card or to take down a peg an overpowered card: It's about coming up with a variation to a card you personally do not enjoy.
You obviously are intending for there to be a delay to discard a card from Exile, but the card doesn't currently say that. What I think you meant to say was:QuoteChoose one: Exile a non-Victory card from the Supply; or, at the start of your next turn, discard a card you have in Exile.
The Duration effect happening at the start of the next turn isn't implied under the rules (even if it's what happens in the vast majority of Duration cards).
Mining Village is a variation of Village. The cards posted here are fixes. Now if the fix actually messes up whatever it tries to fix, that should be pointed out. And yeah, I even dared to point out that perhaps, just perhaps, trying to understand why whatever you dislike about a particular card because your buddies suck at playing with it might actually be the best feature of it which, in consequence, might make you think twice about fixing it.
Again the beaten to death Thief example. If some beginners hate Thief, you make them play even more games with Thief until they actually get how super weak it is. The fix would never ever be to nerf Thief. Your notion that pure subjectivity, not analyzing your preferences in any way, is a sound basis for good card design is simply wrong.
For example I don’t like Graverobber and I suck at it. Yet I know that this is just me, my irrelevant issue with this card, and I would never suggest that the card is bad just because I cannot deal with it well.
I never denied anybody the right to post any idea. I just provided arguments for why I think that the card design is not good. Which is, in case you have not noticed yet, is what we always do here. Without insulting each other.You didn't just do that. You did that, yes, and I said before I even agreed with you. But you also straight up said that Camel Train was already fine as-is, that his idea for a replacement said very little about Camel Train itself, and that to me looks a lot like negating their right to replace Camel Train altogether.
Cargo Ship II
$2
Treasure - Duration
+1 Coffers
+1 Buy
This turn, when you gain a card, you may set it aside face up (on this). At the start of your next turn, put them into your hand.
Cursed city $3
Action
+2 action
+2 cards
-
When you gain this card, gain an curse
I hate lost cities power level. That downside of al players drawing an card when you gain it is just too less impactfull.
I like this design more at $4 and gain an ruin, but ruins are from another set
I hate Adventurer with an irrational passion. Not sure if this fixes it for me though.
(https://i.imgur.com/feYUS7C.png)
I hate Adventurer with an irrational passion. Not sure if this fixes it for me though.
(https://i.imgur.com/feYUS7C.png)
I have a replacement for Adventurer as well:
(https://abload.de/img/screenshot71238cqm.png)
Cursed city $3
Action
+2 action
+2 cards
-
When you gain this card, gain an curse
I hate lost cities power level. That downside of al players drawing an card when you gain it is just too less impactfull.
I like this design more at $4 and gain an ruin, but ruins are from another set
I would say a curse isnt really enough to make lost city at 3 balanced. I would suggest 2 coppers, that would probably make it okay.
Henchman (Builder_Roberts)
Less irritating than minion certainly, but still equally as monolithic which im not a huge fan of. Costing 6 certainly helps it out but I think too often this will lead to just trying to pile henchmen, especially with all the +buy it can give.
Marionette (Majiponi)
If I was being really strict about the rules i'd discount this since durations didnt exist in Alchemy, but it doesnt really matter since durations went on to just be a card type as opposed to a set specific gimmick. This one confuses me though. Drawing your hand happens at the end of your go, not the start. So would this just give the player to your left no cards on their next turn. I like the concept but i think it would have to get a lot wordier to work properly.