Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: Tejayes on October 21, 2011, 12:03:50 pm

Title: Create a card inspired by another game
Post by: Tejayes on October 21, 2011, 12:03:50 pm
With the release of promo card Governor, we now have two Dominion cards directly inspired by other board games. The aforementioned Governor contains mechanics seen in Puerto Rico, while Walled Village has a little inspiration from Carcassonne. Now, it's our turn.

In this topic, I want you to have some fun and create Dominion cards inspired by mechanics and themes from other games. They can be anything from BGG favorites (Twilight Struggle, Agricola, Brass) to well-regarded classics (Settlers of Catan, Go, Acquire) to mainstream hits that BGG despises (Monopoly, Candy Land, LCR). Heck, if you want, go with RPGs or video games or even sports as an inspiration.

Also, don't be afraid to take inspiration from a game already used by another person. Just because there is already one Caylus-inspired card on here, it doesn't mean there can't be two.

Here are three to get started.

ROBBER
---
+1 Buy
Each other player with more than 3 cards in his hand must discard half of the cards in his hand (rounded down). The player to your left discards the top card of his deck. If it's an...
-Action card, +2 Actions
-Treasure card, +$2
-Victory card, +2 Cards
The player to your right names a card. You cannot buy that card this turn.
--
Action/Attack - $3


This card is obviously inspired by Settlers of Catan. I have no idea what price would be good for this, but the point of this topic is not to be so serious. We can get serious with these ideas if we want, but it's not required.

SCRABBLER
---
Reveal your hand, then reveal cards from your deck until you have seven revealed cards total. Spell a legal English word using any number of the first letters of the cards revealed. If you do, gain a card costing up to the combined cost of the cards used to spell the word. If you use all seven cards, also gain a Province. Discard the cards revealed from your deck.
--
Action - $5


This is definitely a sillier idea, but what do you expect from a card inspired by a word game?

DRAGON PUNCH
---
+$2
Each other player with more than 4 cards in his hand reveals his hand, then discards the most expensive card revealed.
-
When another player plays an Attack card, you may discard this from your hand. If you do, he reveals his hand, then discards the most expensive card revealed.
--
Action/Attack/Reaction - $4


To show that video games and whatnot are okay, here's a Street Fighter-inspired card. Definitely needs work, but that's okay.

Have fun!
Title: Re: Create a card inspired by another game
Post by: chwhite on October 21, 2011, 12:47:56 pm
Wow, Scrabbler.  I would seriously start buying more cards that start with vowels if that was on the board. :P

I think Robber should target "more than four cards in hand" rather than more than three, but otherwise nice.

Here's one, I'm sure many of you can guess the game.

WARGAMES
Action-Curse
$10
When you play this card, the game ends immediately.
This card is worth -6 VPs.


Alternative wording: "when you buy this card..."

Useful for cutting short a game where you're leading but your opponent has the engine to catch up.  Probably much better in Colony games.
Title: Re: Create a card inspired by another game
Post by: Thinkaman on October 21, 2011, 01:12:12 pm
Outbreak (Action, $6)
+4 Diseases
This game is now cooperative.
Title: Re: Create a card inspired by another game
Post by: Davio on October 21, 2011, 01:57:45 pm
Hot Potato - $4
Action-Curse

-5 VP
When you play this card, pass it to the player on your right.
If you trash this card, you gain 3 Curses.
Title: Re: Create a card inspired by another game
Post by: Jack Rudd on October 21, 2011, 02:16:26 pm
Sow Grain - $5
Action - Duration

+1 Action
+1 Card

You may place this card on your Field mat. If you do, place one non-victory card from your hand costing up to $3 on top of this card, and two copies of that card from the supply on top of it.
At the start of each of the next three turns, move the top card of this pile into your hand.
If this pile is empty apart from this "Sow Grain" at the bottom of it, move the Sow Grain to your discard pile immediately.
Title: Re: Create a card inspired by another game
Post by: DG on October 21, 2011, 02:25:53 pm
Hotel - $3
Victory - Reaction

Worth 1 VP for every 2 hotels in your deck. Reaction, when any player gains a hotel you can return this card to the supply and acquire a gold.
Title: Re: Create a card inspired by another game
Post by: ChaosRed on October 21, 2011, 02:35:47 pm
I designed a card called "Feast or Famine" in MLB Showdown, (which was in and of itself an homage to a Magic card)...here is the Dominion version:

(http://www.cobiness.com/images/4FoolsChoice3.jpg)

I also designed an MLB Showdown card called "Change it Up", this card was a very basic pitching cantrip or a simple filter mechanism, its variant in Dominion would probably be a 2$ card, something like:

Winds of Change
Choose one:
Discard this card and one other card in your hand, +2 Cards
or
+1 Card, +1 Action


I designed a lot of MLB Showdown cards in 2003-2004, (I was not responsible for many of the broken ones before that), several I designed worked on re-rolls of specific results. I struggled to think of the equivalent in Dominion but came up with:

Five Finger Discount
Choose a card already in play, return that card to your hand.

It kinda breaks the mechanics of Dominion, but essentially it would let you pull that Village you already played and let you play it again. It's essentially a more powerful Throne Room, in that you can draw it later in your turn and still use it on your most powerful card in play. Non-terminal cards that draw or filter could draw it and you could then play the non-terminal card again.


Title: Re: Create a card inspired by another game
Post by: greatexpectations on October 21, 2011, 02:41:22 pm
go fish - 5$

reveal a card from your hand.  if the player to your right has a copy of that card in his/her hand, they pass it to you.  if not, +1 card.
Title: Re: Create a card inspired by another game
Post by: chwhite on October 21, 2011, 02:54:04 pm
JUGGLER
Action
$5
+1 Card
+1 Action
______________
If you buy at least one Victory card this turn, gain 2 VP chips.


Man, it's been way too long since I've played Princes of Florence.
Title: Re: Create a card inspired by another game
Post by: jonts26 on October 21, 2011, 02:59:21 pm
War - Action
$4

+1 Card
+1 Action

You and the player to your left both reveal the top card of your deck. The player who revealed the card with the higher cost puts both cards into their discard pile. If both cards have the same value, return the cards to the top of their decks.

Title: Re: Create a card inspired by another game
Post by: jonts26 on October 21, 2011, 03:15:22 pm
Global Thermonuclear War
Action $5

Put away Dominion. Play a nice game of chess, instead.
Title: Re: Create a card inspired by another game
Post by: Kirian on October 21, 2011, 03:23:20 pm
How to turn Dominion into Fluxx:

Tornado -- Action/Attack -- $5

Collect the hands of each player who did not invalidate your attack.  Add your hand.  Shuffle the cards and, starting with yourself, deal the cards equally to each player whose cards were collected.

Title: Re: Create a card inspired by another game
Post by: AJD on October 21, 2011, 03:57:03 pm
Monopoly
Action: $2
+$2
While this is in play, when you gain a Kingdom card from the Supply you may put your Monopoly token on the pile you gained it from if it does not have a Monopoly token on it already. If you do, trash this card.
----
When any other player gains a card from the pile with your Monopoly token on it, you draw one card.

I think this could make for a fun Embargo variant and is kind of true to the idea of Monopoly (when someone lands on a square you own, you get paid). It may be too weak as described, between (a) self-trashing, (b) only one Monopoly token per person, and (c) limiting it to Kingdom cards—I could remove one or more of those stipulations and bump it up to say $4 or $5.
Title: Re: Create a card inspired by another game
Post by: Qvist on October 21, 2011, 04:21:08 pm
Stratego
Action - Attack - $4

+2 Card
Reveal a Card from your hand.
Each other player must reveal the card on top of their deck.
Discard the card(s) with the highest cost.
Trash all other remaining revealed cards.


The formulation is bad I know, but I think you get it.
You can trash your curses and coppers or trash Provinces with your Colony.
With that card in play, that would be a very frustrating game.
Title: Re: Create a card inspired by another game
Post by: Tejayes on October 21, 2011, 05:34:56 pm
This is awesome. Thanks for all of the posts already. Keep it up!

CANDY LAND
---
+1 Action
Reveal the top card of your deck, then reveal cards from your deck until you reveal a card with the same color as the first card revealed. Put both cards into your hand, then discard the rest.
--
Action - $5
Title: Re: Create a card inspired by another game
Post by: Thisisnotasmile on October 21, 2011, 05:40:38 pm
Basic Quiddity - $0
Treasure

Roll 1d6. This card is worth $2 if you roll a 6, else this card is worth $1.
Title: Re: Create a card inspired by another game
Post by: Davio on October 21, 2011, 06:06:02 pm
Based on 7 Wonders, obviously.

The 8th Wonder - $7
Victory


At the end of the game, this card is worth 1 VP for every different card type mentioned in your deck.


FAQ: Its minimum worth is 1 VP if you'd only have this (and other regular VP cards) in your deck. Its maximum worth is 8 VP (Treasure, Action, Attack, Reaction, Victory, Duration, Curse and Prize). Cards with multiple types (Action - Attack - Prize, Treasure - Victory, etc..) count once for ALL those types. It's not like Followers is one type only, since there is only one Action-Attack-Prize. So if you'd have Followers, Haven, Fool's Gold, a regular Curse and this card, you get the maximum VP.

This is basically a Duchy in normal games with only Treasure, simple Actions and VP cards, but becomes 4 VP easily if you have even a single Attack card. After that, you can instantly increase its value again by buying a single Curse or a simple Reaction card. Its maximum value will often be limited by certain cards not being available. And you finally don't have to sigh anymore if you strike out with $7!

Some games may lend themselves to strategies being built around this card. You could always pick these up if you have enough different types already, or you could willfully buy different types (even a single Curse) just to increase its value. It may provide an extra reason to buy that lousy Reaction card in a 2p game.
Title: Re: Create a card inspired by another game
Post by: Kirian on October 21, 2011, 06:22:45 pm
Research, Action $6

+1 Card
+1 Action

While this card is in play, every other action card played gains one of the following:  +1 Card, +1 Action, +1 Buy, or +1 Coin.  The same bonus must be applied to every action played.

Based loosely on generalized research from the Civ series (or any other 4X game you want)
Title: Re: Create a card inspired by another game
Post by: Karrow on October 21, 2011, 06:30:11 pm
ROBBER
---
+1 Buy
Each other player with more than 3 cards in his hand must discard half of the cards in his hand (rounded down). The player to your left discards the top card of his deck. If it's an...
-Action card, +2 Actions
-Treasure card, +$2
-Victory card, +2 Cards
The player to your right names a card. You cannot buy that card this turn.
--
Action/Attack - $3



I'm unoriginal and am stealing your idea.

Promo-Card.  Comes with a little robber figure, same as from Settlers.

ROBBER
---

Gain a kingdom card from the supply.

Move the Robber Token to that pile

--
While the Robber Token is on a card, no card of that name can be bought, gained, played, or trashed.  If another card requires it to be played, trashed, or gained, it goes to the the card owners discard pile instead.

Setup:  Place the Robber token on the Curse pile. 

Action - $4


Rule Note (I'm sure I'm wrong and this would need re-wording, but this explains my intent):  "Kingdom" supply piles are the randomized supply piles including bane.  Other supply piles used every game (copper to province), and special non-randomized piles (prize to colony) are not kingdom supply piles.  Curse is not a kingdom card even though the Robber starts there.  The Robber can not be placed back onto the Curse pile once moved off.

I love it!  Using it always gives you a dead card.  You can not gain from an empty supply pile, so empty pile cards become immune.  And Curses can not be given out until the Robber is moved.

You could use a Robber to gain a Robber.  You then have at least two dead cards in your deck for the rest of the game, but if your opponent have more Robbers than you it may be a smart move.
Title: Re: Create a card inspired by another game
Post by: AJD on October 21, 2011, 06:36:19 pm
Based on 7 Wonders, obviously.

The 8th Wonder - $7
Victory


At the end of the game, this card is worth 1 VP for every different card type mentioned in your deck.

Although I like this card idea, I don't quite see what it has to do with 7 Wonders?

(A more obviously 7 Wonders–based idea might be:

<b>Mausoleum</b>
Action: $6
Look through your discard pile. Choose an Action from it and play it immediately.

...Sort of a Golem–Counting House–Inn hybrid.)
Title: Re: Create a card inspired by another game
Post by: AJD on October 21, 2011, 06:40:55 pm
Ooh, another 7 Wonders idea:

<b>Gardeners' Guild</b>
Victory: $4
At the end of the game, add the number of cards in the deck of the player on your left to the number of cards in the deck of the player on your right. This card is worth 1VP per 20 cards in that sum.

Obvious extensions of the concept include Winemakers' Guild and Silk Merchants' Guild.
Title: Re: Create a card inspired by another game
Post by: Glooble on October 21, 2011, 11:33:22 pm
Feed the bunny
Action-Attack-Duration 5$

At the beginning of their turn, each other player must discard a treasure and a victory card, or gain a curse and a copper on top of their deck.

Inspired by Killer Bunnies, of course. Probably a terrible card.
Title: Re: Create a card inspired by another game
Post by: WanderingWinder on October 21, 2011, 11:38:23 pm
Risk
Action-Duration          6
At the beginning of every one of your turns, draw a card and you may return 3 curses from your hand to the supply. If you do, +5 cards
Whenever you buy a victory card, gain a curse.
Title: Re: Create a card inspired by another game
Post by: Kirian on October 22, 2011, 12:13:21 am
Diplomat
Action - Attack - $3

After you play this card, spend 8 hours scribbling secret messages and backstabbing your opponents to determine who wins.
Title: Re: Create a card inspired by another game
Post by: Saucery on October 22, 2011, 12:23:32 am
Citadels

Bell Tower
Action
Cost: 7
+$3
+3 VP
When you buy or gain this card, choose a supply pile and move the Bell Tower token to it. The game does not end if that Supply Pile is emptied (while the token is on it).
There is only one Bell Tower token in the game and it can be moved.
Title: Re: Create a card inspired by another game
Post by: Jimmmmm on October 22, 2011, 02:00:10 am
The One Ring

Action - Duration - $15

Now and at the start of your next 2 turns:
+ 2 Cards
+ 2 Actions
+ $2

While this is in play, you take part in no player interactions which occur on another player's turn.

There is only one copy of this in the Supply.
At the start of the game add Mount Doom to the Supply if it is not already.


Mount Doom

Action - Attack - $15

Choose one:
Each other player reveals the top 2 cards of their deck and trashes up to two of your choice. They put the remaining cards back in any order, then gain a Curse card;
or trash this and The One Ring from your hand. If you do, each other player trashes their hand and the top 10 cards of their decks, and the remaining Curses are distributed to each player one at a time, starting with you.

There is only one copy of this in the Supply.
At the start of the game add The One Ring to the Supply if it is not already.
Title: Re: Create a card inspired by another game
Post by: chwhite on October 22, 2011, 02:24:06 am
Here's a real silly/broken one.

BEAN FARMER
$6
Action-Attack-Duration
When you play this card, every player (including yourself) shuffles their hand, places it on their deck, and draws five cards making sure not to rearrange them, with the top card on the left.  Until the beginning of your next turn, every player must play their cards in order from left to right (with all drawn cards added to the right end of their hand).  Any single-type Victory or Curse cards, as well as Action cards which would be played after the first Treasure, are instead discarded.  At the beginning of your next turn, discard Bean Farmer.


And an homage to Chicago Express and its (excellent!) dilution mechanic:

STOCK CERTIFICATES
$6
Victory
At the end of the game, add the number of Stock Certificates in the initial Supply (either 8 or 12) to the number of Provinces in all players' decks.  Each Stock Certificate is worth that number of VPs divided by the number of Stock Certificates in all players' decks at the end of the game.


That's just got to be way too strong, but whatever, it's late.
Title: Re: Create a card inspired by another game
Post by: Davio on October 22, 2011, 05:11:19 am
Based on 7 Wonders, obviously.

The 8th Wonder - $7
Victory


At the end of the game, this card is worth 1 VP for every different card type mentioned in your deck.

Although I like this card idea, I don't quite see what it has to do with 7 Wonders?

(A more obviously 7 Wonders–based idea might be:

<b>Mausoleum</b>
Action: $6
Look through your discard pile. Choose an Action from it and play it immediately.

...Sort of a Golem–Counting House–Inn hybrid.)
It's based on the idea that building the actual wonder itself (and playing the cards) requires some resources and usually gives an amount of VP.
At least, most of the A-sides do it this way.

I thought about requiring more than one of some types (Treasure, Action), but decided to give just 1 VP for each type.
This made the text at least somewhat simpler.

It could well have been:
If you have at least 3 Treasures, 3 Action cards and 3 Victory cards: 5 VP.
Otherwise: 0 VP.

My card is not based on the actual card-drafting mechanic it uses, merely on the wonders that are being constructed.
If you have the Leaders expansion, you can compare it to Plato wich gives 7 VP for every complete set of all different cards.
In my case, I'm doing it the other way around, with multiple cards and 1 set.
Title: Re: Create a card inspired by another game
Post by: Davio on October 22, 2011, 05:14:04 am
The One Ring

Action - Duration - $15

Now and at the start of your next 2 turns:
+ 2 Cards
+ 2 Actions
+ $2

While this is in play, you take part in no player interactions which occur on another player's turn.

There is only one copy of this in the Supply.
At the start of the game add Mount Doom to the Supply if it is not already.


I feel that using the One Ring should have some drawbacks, corrupting the player in a sense.
Maybe gain a Curse on buy and gain a Curse on use?
Title: Re: Create a card inspired by another game
Post by: Thisisnotasmile on October 22, 2011, 06:21:37 am
Green Apple
Action - Attack - Victory - $4

When you play this card, choose a adjective and announce it. Each other player must choose a card from their hand and put it face down on the table. When all players have selected a card, collect them all and shuffle them up. Reveal them all and choose the one which you think best matches your chosen adjective. The player who played that card gets Green Apple and places it in front of them where it remains for the rest of the game. At the end of the game Green Apple is worth 1VP. You gain the card which won Green Apple. All other cards played to win Green Apple are trashed.

And a 7 Wonders one since it's the game of the moment:

7 Wonders
Action - Duration - $2

Never clean up 7 Wonders from play.

Whenever anybody plays a card and there is at least one 7 Wonders in any player's play area:
If there are an odd number of 7 Wonders in play, everybody passes their hand to the player on their left.
If there are an even number of 7 Wonders in play, everybody passes their hand to the player on their right.
Title: Re: Create a card inspired by another game
Post by: Glooble on October 22, 2011, 09:04:52 am
I had another Killer Bunnies card idea...

Carrot
Victory - $4

If this carrot matches the carrot on the magic carrot mat, 10 VP.
Otherwise, 0 VP.

Setup: Each of the cards depicts a different carrot. Shuffle the carrot randomizer deck and place one carrot on the magic carrot mat.

Alternately, if you wanted a card using fewer special supplies...

Carrot
Victory - $4
Worth 1 VP for every copy in your deck of the card on the magic carrot mat.

Setup: Shuffle the randomizer cards for every card in play, then place one face down on the magic carrot mat. You may not view this card until the end of the game.

Title: Re: Create a card inspired by another game
Post by: play2draw on October 22, 2011, 12:39:20 pm
Here's a long one:

Risky Gambit: Action, $5
Choose one:

$2, gain a Risk token

or

Roll up to three dice, but not more than your total number of Risk tokens.
The player to your left rolls up to two dice, but not more than that player's total number of Risk tokens.
Compare each players' highest rolled dice. The player with the lower number loses a Risk token (the player to your left wins ties).
Repeat the above until one player has no remaining Risk tokens.
If you have Risk tokens at the end, +Coins per Risk token, +1 buy.
If the player to your left has Risk tokens at the end, this player gains +2 Risk tokens and may gain a card equal to the total number of Risk tokens this player has.
Title: Re: Create a card inspired by another game
Post by: Fangz on October 22, 2011, 12:59:20 pm
Great Old One:

Each player starts with a copy of this at the bottom of his deck. Each time this is drawn, add one Doom token. When 10xplayer number doom tokens have been given, the great old one awakes and *everyone loses*.
Title: Re: Create a card inspired by another game
Post by: AJD on October 22, 2011, 04:21:09 pm
Clue
Action-Attack-Victory: $5
+1 Card
+1 Action
All other players reveal their hands.
Place a card from your hand face down on your Clue mat.
----
Worth 2VP per card on your Clue mat that there is not a copy of on another player's Clue mat. Cards from the Clue mat are not returned to your deck for scoring purposes at the end of the game.
Title: Re: Create a card inspired by another game
Post by: Matt_Arnold on October 22, 2011, 08:40:10 pm
Caveman Cost: $4, 1 Potion. TYPE: ACTION
+1 Action.
Choose one:
On each Kingdom card in the supply with a pawn of your color on it, in any order, tip over your pawn, and follow the instructions on that card. Restore all your pawns to right-side up.
Or:
Each player places a pawn of his color on a Kingdom card stack in the supply with no pawn on it.
If someone cannot: Return all pawns to their players.

---------------
Setup: Divide sixteen by the number of players, rounded down. Each player chooses a color, and takes that number of pawns in that color.
Title: Re: Create a card inspired by another game
Post by: rinkworks on October 23, 2011, 12:28:56 pm
Pit
$2 - Action
Draw until you have 5 cards in hand.  Offer to trade any number of cards in your hand with another player.  If another player accepts, trade an equal number of cards with that player.  You may continue to offer trades for as long as you like.  If at any time all the cards in your hand are the same, reveal your hand and gain 2 Provinces.
Title: Re: Create a card inspired by another game
Post by: Kuildeous on October 27, 2011, 03:21:30 pm
Stratego
Action - Attack - $4

+2 Card
Reveal a Card from your hand.
Each other player must reveal the card on top of their deck.
Discard the card(s) with the highest cost.
Trash all other remaining revealed cards.


The formulation is bad I know, but I think you get it.
You can trash your curses and coppers or trash Provinces with your Colony.
With that card in play, that would be a very frustrating game.


I think to really drive this theme home, the Spy card is automatically defeated by any card except for Province (Colony), which is automatically defeats.
Title: Re: Create a card inspired by another game
Post by: rinkworks on October 27, 2011, 03:42:44 pm
Hide and Seek
$4 - Action
+$3.  Each other player covers his eyes.  While they do, hide this card somewhere in the immediate vicinity.  Then each other player tries to find it.  Whichever player finds it first gains it.  If no one finds it within 3 minutes, put the card on top of your discard pile.
Title: Re: Create a card inspired by another game
Post by: Mean Mr Mustard on October 27, 2011, 04:34:13 pm
Magic

0 Action

Each player calls the bank.  The person with the most money wins the game.
Title: Re: Create a card inspired by another game
Post by: Tejayes on October 27, 2011, 05:27:52 pm
Magic

0 Action

Each player calls the bank.  The person with the most money wins the game.

Sounds about right, LOL.

Here's a simple SmallWorld-inspired card:

RATMEN
---
Draw until you have 8 cards in your hand.
--
Action - $5


More SmallWorld to come, as soon as I can find my copy...

In the meantime, here's something a la Betrayal at House on the Hill:

OMEN
---
+$1
Reveal your hand. If the total cost of the cards in your hand is less than the number of tokens on the Omen mat, gain the Traitor card if it has not been taken yet. Otherwise, +$ equal to the number of tokens on the Omen mat.
If the Traitor card has not been taken yet, add a token to the Omen mat.
--
Action - $5


TRAITOR
---
Each player reveal his hand, then trashes all Victory cards from his hand. For each card trashed, he gains a Victory card costing less than the card trashed.
The Traitor can only win if the combined Victory points of all of the other players is less than his Victory point total.
-
(This card is not in the supply.)
--
Action/Attack - $0*
Title: Re: Create a card inspired by another game
Post by: ChaosRed on October 27, 2011, 06:14:39 pm
Clue - Action 3$

Name an action card, a treasure and a victory card.

Reveal the top 5 cards in your hand, if all three named cards are there, put them into
your hand, discard the rest. Otherwise, discard all 5 cards.


Title: Re: Create a card inspired by another game
Post by: Tejayes on October 27, 2011, 10:20:04 pm
MOUSE TRAP
---
+$2
Name a card type, then reveal the top card of your deck. If the card is of the named type, repeat this step.
If you can correctly name ten card types in a row, you win the game.
--
Action - $5
Title: Re: Create a card inspired by another game
Post by: Jimmmmm on October 27, 2011, 10:32:19 pm
So buy 3 Islands, get rid of your Estates, buy a Mouse Trap and win? :P
Title: Re: Create a card inspired by another game
Post by: Elyv on October 28, 2011, 12:41:22 am
Actually the way it's worded, I think you reveal the same card 10 times.
Title: Re: Create a card inspired by another game
Post by: AJD on October 28, 2011, 01:14:07 am
Hmm, how about:

Ticket to Ride
Action: $3
Trash any number of copies of the same card from your hand. Gain a card costing, in coins, up to double the number of cards trashed.

This is too swingy, of course... if you draw it with three estates or three coppers you get an early Gold, otherwise you're only trashing two cards and only getting a Silver or Caravan or something. And then for the rest of the game it's more or less a dead card unless you feel like trashing individual coppers for Pearl Divers. I feel like something based on "trash any number of copies of the same card" has potential, though....
Title: Re: Create a card inspired by another game
Post by: Titandrake on October 28, 2011, 01:28:39 am
Power Grid
Cost: $5
Action

Play any number of treasure cards you have. You may buy any number of Cities from outside the game for $5 each.

(Let's say there's no cap on Cities bought to make it funnier)
Title: Re: Create a card inspired by another game
Post by: Tejayes on October 28, 2011, 09:23:49 am
Actually the way it's worded, I think you reveal the same card 10 times.

You're supposed to reveal a new card if you get the first right. Let me try again.

MOUSE TRAP
---
+$2
Name a card type, then reveal the top card of your deck. If the card is of the named type, set it aside and repeat this step.
If you can correctly name ten card types in a row, you win the game. Otherwise, discard all of the revealed cards.
--
Action - $5

Also...

So buy 3 Islands, get rid of your Estates, buy a Mouse Trap and win? :P

With the original intention, that wouldn't work, since you'd only have 7 cards to reveal. You'd have to buy seven more Coppers (since you'd usually have four in hand when you would play this).

Why am I obsessing over this, anyway? This is supposed to be a fun thread.
Title: Re: Create a card inspired by another game
Post by: DStu on October 28, 2011, 09:33:39 am
Nice idea, seen it a little late.

Robber should cost $7 of course...
Title: Re: Create a card inspired by another game
Post by: Davio on October 28, 2011, 10:07:03 am
Caylus

Provost - $6
Action - Duration

Now and on the start of your next turn: +1 Action
----------
While Provost is in play, if another player has played more than 1 Action card during his turn, his last Action card has no effect.


There are probably quite a lot of edge cases and FAQ answers for such a card to work in practice, but it's the thought that counts. :)
Title: Re: Create a card inspired by another game
Post by: rinkworks on October 28, 2011, 10:10:48 am
Pong
$3 - Action
Fling this card at your left-hand opponent.  He may bat it back to you.  If he does, gain a Curse.  If he doesn't, you do.  Trash this card.
Title: Re: Create a card inspired by another game
Post by: kn1tt3r on October 28, 2011, 10:27:40 am
Bohnanza:

Beans for Sale

Reveal your hand.

If you have 4 or more copies of one card in hand, this is worth $4, if you have 3, it's worth $2. Else it's worth $0.
Title: Re: Create a card inspired by another game
Post by: Kirian on October 28, 2011, 04:53:56 pm
Hold 'Em
Action - Attack - $4

All players, including yourself, discard until they have three cards in hand.  Reveal the top card of your deck and place it face up in the center of the table.  Each other player may choose to place the top card from their deck, face down, in a pile next to this card.  Reveal the next two cards from your deck and place them face up next to the other cards.

Each player who placed a card in the center reveals their hand.  The player with the best poker hand, using face up cards in the center, takes all cards in the center and places each card separately either in the discard or on top of their deck.

Rulebook:  Hand ranks are as follows:

Five of a kind
5 cards of the same type with 5 different costs
Four of a kind
Full house
5 cards of the same type
5 cards with different costs
Three of a kind
Two pairs
One pair

The card with highest cost breaks ties.
Title: Re: Create a card inspired by another game
Post by: Tombolo on October 29, 2011, 01:03:47 am
Epithet of the Golden Witch
$7 Action
Trash your hand.  Gain a Gold for every card trashed in this manner.

Weil's Pawn Shop
$5 Action-Duration
+1 Action
When you play this, name a card.  Until the end of your next turn, you may play any copies of the named card twice, as if you had played it with a Throne Room.

Settlement
Action-Reaction
+2 Cards
When your opponent plays a card, you may discard Settlement from your hand.  If it is an Attack, trash a card.  If it is a Victory Card, +2 Cards.  If it is a Reaction, discard any number of cards from your hand and draw the same number.  If it is a Duration, gain a card costing $4 or less.

Item World
Action-Duration
Name a card.  As long as this card is in play, when you play the target card, it provides +1 Card on top of whatever else it does.

Stars of Destiny
Victory
+8 VP if you have at least 16 differently named cards in your deck.

Velvet Room
Action
Trash two cards from your hand.  Gain a card costing up to $1 more than the more expensive card trashed.

Unchained Storyline
Treasure
+$1 for every two Action cards you have in play.
Title: Re: Create a card inspired by another game
Post by: hypercube on October 29, 2011, 01:11:31 am
From Citadels:

King
Action - Duration - 4$
---------------------
When played:
Gain the King token, placing it on this card
Reveal your hand
+1$ per Victory card revealed
---------------------
Every subsequent turn:
+1 Card
Discard King if there is no King token on it
Title: Re: Create a card inspired by another game
Post by: Tombolo on October 29, 2011, 04:13:32 am
Prinny
$2 Action-Reaction
+1 Card, +1 Action, +$1.  Return this card to the supply.
When your opponent plays an Attack, you may reveal this card from your hand.  If you do, return it to the supply.  The Attack does not affect you. +1 Card.
Title: Re: Create a card inspired by another game
Post by: werothegreat on November 06, 2011, 06:18:20 pm
Can you guess the game?  This is partly facetious - I doubt any of these would actually work in a real Dominion game.

Kerrigan
$6
Action-Attack-Duration

+$1
Each other player discards down to 3 cards in hand.
While this is in play, each other player must trash a card before playing any Action cards during their turn.
If no player blocks this card before the next turn of whoever played this card, this card stays out for another round.


Mengsk
$5
Action-Attack-Duration

+2 Actions
While this is in play, one of the cards gained during each other players' turn goes to the player of this card.

Tassadar
$10
Action

Trash this card, and all cards in play.  Gain two Province cards.
Title: Re: Create a card inspired by another game
Post by: mail-mi on November 06, 2011, 09:59:24 pm
Hearts
Action
Discard down to, or draw up to, 5 cards in hand. Each other player discards down to, or draws up to, 5 cards in hand.
Each player passes three cards to the player on his left
Play a card from your hand. Each other player, starting with the player on your left, plays a card of the same type (action, victory, or treasure). If he does not have a card of that type, he may play a card of any type.  The player with the highest costing card of the same type as the starting card takes every card and sets it aside. He gains a curse for each Action card that he took this way. If anyone played the Queen of Spades, the person who played it takes the cards instead of the person with the highest costing card of the same type as the starting card and gains thirteen curses plus one curse for every Action card they took.
Repeat this process, with the player that took the hands as the starting player, until every player is out of cards.
Each player discard the cards that were originally his, including the ones that he passed to the left. If anyone played Queen of Spades, the person who took the Queen of Spades gains it, not the person who played it.
Each player draws 5 new cards for his hand.
--
At the beginning of the game, if this is in the Supply and Queen of Spades is not, put the Queen of Spades into the Supply.
$5

Queen of Spades
-1VP
--
This card cannot be bought.
The first time someone buys a Hearts card, randomly shuffle this and the number of curses equal to the number of players minus one. Put one of the shuffled cards under each player's draw piles.
--
This supply pile has only one card.
--
At the beginning of the game, if this is in the Supply and Hearts is not, put Hearts into the supply
$22

EDIT: Added "each player draws new hand" to Hearts, removed "attack" from hearts
Title: Re: Create a card inspired by another game
Post by: Kirian on November 06, 2011, 11:36:21 pm
Heroism
Action - $8

+3 Actions
+3 Cards

Choose 3 cards from your hand.  You may trash as many as you like.  Discard the rest.
----
While this is in play, after resolving any action, +2 Cards, Discard 1 card.
----
Only one copy of Heroism may be played on your turn.  Subsequent copies of Heroism are immediately discarded when played.

This allows action chaining and also allows a lot of extra deck cycling.  Nonetheless, I think it's reasonably balanced at $8, actually.


Yes, I play Alliance.  It's Heroism, not Bloodlust.
Title: Re: Create a card inspired by another game
Post by: ehunt on November 07, 2011, 12:22:39 am

Consult NATO


Victory-Reaction, $6
+2 VP
When an opponent gains a card, you may reveal this from your hand. If you do, the United States Federal Government enters into binding consultation with the North Atlantic Treaty Organization on the subject of your opponent gaining the card, and he gains the card if and only if NATO agrees.

Title: Re: Create a card inspired by another game
Post by: Dauntless on November 07, 2011, 02:01:14 am
Monopoly  $3
Action - Reaction

Action: +1 card, +1 action
Reaction: when an opponent plays a card for which you possess the most tokens, reveal this card  He chooses:
1. He gains a curse, you gain +1 vp. Or
2. He trashes the card, you gain the card


At the start of the game put 10 token on each Kingdom pile, a different color per pile. When a players gains a card he gains an associated token.
Title: Re: Create a card inspired by another game
Post by: olneyce on November 07, 2011, 04:26:02 am

Consult NATO


Victory-Reaction, $6
+2 VP
When an opponent gains a card, you may reveal this from your hand. If you do, the United States Federal Government enters into binding consultation with the North Atlantic Treaty Organization on the subject of your opponent gaining the card, and he gains the card if and only if NATO agrees.
LOL.
Title: Re: Create a card inspired by another game
Post by: jimjam on November 07, 2011, 05:58:18 am
For you financial fans out there.

Federal Reserve $6
Action
Choose a number X (I guess it should be have to be a natural number)
+$X

Each other player may discard any number of Silvers or Golds.
If they do, for each Silver, they get +2X VP tokens
for each Gold, they get +3X VP tokens

Silver ETF $3
Treasure
+$0

At the end of the game, +$2

Current Commodity Prices $5
Action
Gold produces $5 this turn.
Platinum produces $3 this turn.
Title: Re: Create a card inspired by another game
Post by: biopower on November 07, 2011, 08:56:59 am
Consult NATO

Victory-Reaction, $6
+2 VP
When an opponent gains a card, you may reveal this from your hand. If you do, the United States Federal Government enters into binding consultation with the North Atlantic Treaty Organization on the subject of your opponent gaining the card, and he gains the card if and only if NATO agrees.
NATO would probably collapse if we didn't ask them about a children's card game :)

Exodia
Action - $4

Trash this and four other copies of Exodia from your hand. If you do trash five Exodias, you win the game.

Bandit Keith
Action - Duration - Attack - $4

+$2
----
While this card is in play, every player must announce "In America!" after each card he plays. If he fails to do so, he gains a curse.
Title: Re: Create a card inspired by another game
Post by: Julle on November 12, 2011, 03:13:53 am
Another one from 7 Wonderstm:

Collector
Victory - $6
At the end of the game trash number of Estates from your deck equal to number of Collectors in your deck.
At the end of the game your Provinces, Duchies and Estates don't provide any victory points. Instead you get X/4 victory points.
---
Your Provinces, Duchies and Estates represent three science symbols from the 7 Wonderstm. Calculate your score(X) as you would in 7 Wonderstm.
Title: Re: Create a card inspired by another game
Post by: reddjelloman1 on November 23, 2011, 12:10:21 pm
New user, great card ideas!
I had a few of my own:
Settlement
Cost: $4  Action
+1 Action   +$1
You may trash this card.  If you do, +1 Buy  and gain a City, putting it on top of your deck.
------
Setup: The first time Settlement is gained, place the "City" kingdom pile in the game if it is not already.

Ticket to Ride Further
$4  Action
+1 Action
Draw the top 2 cards of your deck.  If they are the same type and the same type as a card already in your hand,
discard all 3 and gain 4 Victory points.  Otherwise, choose one of the drawn cards to keep, and discard the other.
Title: Re: Create a card inspired by another game
Post by: Octo on November 23, 2011, 06:46:35 pm
Red Dragon

Victory - Reaction
Cost: $5
Worth 4VP for every three Red Dragons (round down) in your deck at the end of the game.

When someone discards a Red Dragon (other than in clean-up) you may reveal this card and one or two other Red Dragons. If you do, you gain the discarded Red Dragon. Put your two Red Dragons in your discard pile. If you revealed three Red Dragons you also gain one random card from the current Kingdom (use the randomizer cards).
Title: Re: Create a card inspired by another game
Post by: Tejayes on March 09, 2012, 04:46:44 pm
Since I want to revive this thread, and baseball season is coming up...

MANAGER
---
+$2
You may discard a card from your hand. If you do, reveal cards from your deck until you reveal a card with the same cost. Put it into your hand, then discard the rest.
-
During your Cleanup phase, look at the top three cards of your deck. You may reveal and discard any card that costs the same as a card in play. If you do, put a card in play with the same cost as the discarded card on top of your deck.
--
$4 - Action

This is loosely based around pinch hitters, relief pitchers, etc. And yes, I'm kind of obsessed with the "replace with same cost" mechanic, aren't I?
Title: Re: Create a card inspired by another game
Post by: dondon151 on March 09, 2012, 04:50:16 pm
Red Dragon

Is this supposed to be based off mahjong?
Title: Re: Create a card inspired by another game
Post by: eHalcyon on March 09, 2012, 07:26:34 pm
A set based on Settlers of Catan (Cities and Knights expansion):

Robber -- Action - Attack

Cost: $5

Move the Robber token onto a supply pile other than the one it is on.  Reveal a random card from the hand of the player to your left.  If  it is a Treasure or Action card, put it into your hand.

Set up: place the Robber token on the Province pile.  Players may not buy that card as long as the Robber token is on it.

===========================================

Knight -- Action - Duration

Cost: $5

+1 Action

You may not discard this from play on the turn that it is played.  When you discard this card from play, choose one: +1 Card and every other player discards a Knight for no benefit; move the Robber token onto a supply pile other than the one it is on; or gain a card costing up to $4 and put it in your hand.

Set up: place the Robber token on the Province pile.  Players may not buy that card as long as the Robber token is on it.

===========================================

Barbarians -- Action

Cost: $7

When you buy this or play it, count the number of Knight cards in play.  If it is fewer than the number of tokens on the Barbarian mat, the player(s) with the fewest Knight cards in play gains a curse and discards three cards from their hand.  Otherwise, the one player with the most knight cards in play gains a Duchy and sets it aside until the end of the game.  If there is a tie, those players may each gain a Kingdom card costing up to $5.  After this, each player discards all Knights in play for no benefit.

Set up: at the beginning of the game, place one token on the Barbarian mat for each player.  Add a token when anyone buys a Province or Colony.

===========================================

Metropolis -- Action

Cost: $7

+2 Cards
+2 Actions
+1 Buy

+$1 for each empty Supply pile.  If you trash this card, put it in your discard instead.  You must trash a City card from your hand or play area in order to buy this card.

Set up: Add City to the Kingdom if it is not already available.
Title: Re: Create a card inspired by another game
Post by: jotheonah on March 10, 2012, 02:03:30 am
Deal or no Deal
Treasure - $5
Worth $0*
Remove all treasures from your discard pile and lay them face down in front of you. Choose one at random, but don't reveal it. Reveal each of the remaining treasures one at a time. Each time you do, the player to your left names a treasure value. You may play Deal or No Deal for that value or continue revealing cards. If you reject all of the other players' offers, play the treasure in front of you and play Deal or No Deal for the value of that treasure.

Tic Tac Toe/Global Thermo Nuclear War
Action - $2
Gain all Curses in the Supply.
.
.
.
(because the only winning move is not to play)

(My apologies if someone already made a WarGames joke)
Title: Re: Create a card inspired by another game
Post by: brokoli on March 10, 2012, 05:09:50 am
Forbidden Island
+2 actions
+1 card
you may drain a kingdom (remove its flood token)
--------------------
After each turn, choose randomly a kingdom pile (other than Forbidden Island), and put a flood token on it.
If the kingdom pile already has a flood token, trash all cards from the kingdom pile.
The game may end when all kingdom piles are trashed.
Title: Re: Create a card inspired by another game
Post by: yuma on March 10, 2012, 10:02:42 am
Plague

Action-Attack $4

+3 cards, if you do trash every card of any one name in your hand. All of the other players gain a copy of that card.

Based off Pandemic's idea of being able to kill of all of one type of disease if you are the medic and the idea that the disease spreads to other cities during an outbreak.

It is a little like Ambassador, Masquerade but has the danger of Lookout forcing you to trash all of anyone type if you draw nothing but Golds and Provinces and Platinums. Other than that would be probably too good of an early game trasher.
Title: Re: Create a card inspired by another game
Post by: petrie911 on March 11, 2012, 10:49:03 pm
Storyteller
$4 Action

Each player sets aside his hand and plays a subgame of Dominion using his current deck that has half the number of cards in supply.  Each winner of that subgame gains a Province, and each other player gains a Curse.  Then each player returns the set aside cards to his hand.
Title: Re: Create a card inspired by another game
Post by: Julle on March 12, 2012, 04:19:01 pm
Storyteller
$4 Action

Each player sets aside his hand and plays a subgame of Dominion using his current deck that has half the number of cards in supply.  Each winner of that subgame gains a Province, and each other player gains a Curse.  Then each player returns the set aside cards to his hand.
I don't even want to think how this would work with KC or Possession.
Title: Re: Create a card inspired by another game
Post by: Ozle on March 12, 2012, 07:04:29 pm
Carcassonne
Action $5
Place a Meeple ontop of a Kingdom card, gain one point per card left in the supply at the end of the game.
If more than one Meeple is on the pile, each player gains the number of points equal to cards in that supply.
Title: Re: Create a card inspired by another game
Post by: eHalcyon on March 12, 2012, 09:32:32 pm
Carcassonne
Action $5
Place a Meeple ontop of a Kingdom card, gain one point per card left in the supply at the end of the game.
If more than one Meeple is on the pile, each player gains the number of points equal to cards in that supply.

This is actually a really cool idea.  To make it playable, it would probably have to be an action VP card "worth 1 VP for every X cards left in a pile marked by your [Meeple] token", and the action simply allows you to place or move your single token.
Title: Re: Create a card inspired by another game
Post by: Axxle on March 14, 2012, 08:08:02 pm
Negotiate
Action - $6
Choose a player at random.  That player reveals an attack card or a negotiate card.  If that player has neither in hand, that player reveals his hand, puts it aside and draws a new hand of 5.  Repeat until that player reveals a an attack or negotiate card or until the draw pile is exhausted.  Discard all cards put aside in this way.

If that player reveals an attack card: take compensation (lose all vp tokens on your vp mat.  Draw that many cards from that player's hand.)

If that player reveals an attack card: you have one minute to make a deal.  You can trade up to one Colony and any number of cards in hand in a deal.  A deal is successful if at least one colony or one card is exchanged.  If a deal is not made both players lose 3 vp tokens.


(Based on Cosmic Encounter)
Title: Re: Create a card inspired by another game
Post by: Mister Alex on March 25, 2012, 10:51:00 pm
Windmill
Action - ?

When a player announces they want to buy a Windmill, all players secretly choose 0+ cards from their hand as their bid.  Bids are revealed simultaneously.  The player who bid the highest Coin value discards those cards, and gains the Windmill.  In the case of a tie, nobody gains the Windmill, and the active player must buy another card.  If a non-active player gains the Windmill, the active player can either buy another card or try to buy the next Windmill.  No player can gain more than one Windmill in the course of one player's turn.

Each of the 10 Windmill cards is unique and they are stacked as follows:
1st (top card) - gain a Silver.
2nd - gain a Silver, put it in your hand.
3rd - +1 Action; gain a Silver.
4th - +1 Action; gain a Silver and put it in your hand.
5th - gain a Gold.
6th - gain a Gold; put it in your hand.
7th - +1 Action; gain a Gold.
8th - +1 Action; gain a Gold and put it in your hand.
9th - +2 Actions; gain a Silver in hand.
10th - +2 Actions; gain a Gold.

Based on Power Grid.  The idea is that normally cards are always the same so that player order won't matter, but in this case, since each card is auctioned off, everyone has the same chance to get any given card.  You might announce you are buying one Windmill, hoping you will be outbid and you can then grab the next one. 

(I seem to remember seeing somewhere, someone saying Windmill would be a good name for a Power Grid card, since Power Grid does have wind power)
Title: Re: Create a card inspired by another game
Post by: Morgrim7 on March 25, 2012, 11:15:42 pm
Pit
$5 Action/Victory
1 VP
You may reveal eight cards with the same color from your hand. If you do, gain three provinces.
Title: Re: Create a card inspired by another game
Post by: Axxle on March 26, 2012, 02:00:30 pm
Patron
$7 - Action
Place an action card from your hand onto your Patron mat.
----------------
Whenever any player plays an action with the same name as a card on your patron mat, you may play that card for as many times as you have that action card on your mat.
Title: Re: Create a card inspired by another game
Post by: PigFiend on May 09, 2012, 09:22:35 pm
Cleopatra and the Society of Architects
$4 - Action
+$2
+1 Buy
You may gain a Curse card. If you gained a Curse, +$2, +1 Buy

Ra
$3 - Action
+1 card. +1 action
Choose one: Reveal a (additional) card from the Ra deck; or trash each revealed card and you may gain a copy from the supply of every card trashed this way.
---------------
Setup: Make a Ra deck out of the Randomizer cards for each card in the Supply.

Settlers of Catan
$4 - Action
Gain a card costing up to $4. Move the Robber token onto a Supply pile other than Provinces.
---------------
Setup: Put the Robber token onto the Copper Supply pile. Cards can't be gained from a pile with the Robber token on it.

7 Wonders(a)
$3 - Action
+$2
You may set aside a Victory card to your Wonder mat, but the card must have a higher cost than all other cards on the Wonder mat. Return those cards to your hand at the end of the game.

7 Wonders(b)
$5 - Action
Reveal the top 4 cards of your deck. Draw one of them. The player to your right chooses another one for you to draw. Discard the rest.
Title: Re: Create a card inspired by another game
Post by: BubbleBoy on May 09, 2012, 09:36:16 pm
Windfall World
+1 Card
+2 Actions
You may return a Windfall token. If you do, +3 Cards.
-----
When you gain this, take a Windfall token.
$5 Action

Race for the Galaxy tribute.
Title: Re: Create a card inspired by another game
Post by: Tables on May 09, 2012, 09:53:44 pm
Quote
Metacol Rex
$6
Choose one: +$1, or +5 actions

...

What?
Title: Re: Create a card inspired by another game
Post by: chwhite on May 09, 2012, 10:24:30 pm
Potjomkin's Village
$2- Action
Trash this card and another card from your hand.  Gain a card costing up to $4 more than the other trashed card.

From St. Petersburg, of course.

...

Loch Ness
$5- Duration
+1 Action
______
You may only gain Loch Ness if you buy it, trash an Action card from your hand, and do not have Loch Ness in play.  When you gain Loch Ness, play it.  It remains in play for the rest of the game.

This one's from Glen More.  It's a perma-Village, but Nessie has to eat one of your subjects first.
Title: Re: Create a card inspired by another game
Post by: Morgrim7 on May 10, 2012, 02:18:37 pm
Loch Ness
$5- Duration
+1 Action
______
You may only gain Loch Ness if you buy it, trash an Action card from your hand, and do not have Loch Ness in play.  When you gain Loch Ness, play it.  It remains in play for the rest of the game.

This one's from Glen More.  It's a perma-Village, but Nessie has to eat one of your subjects first.
Do you mean "Now and at the start of every turn, +1 Action.
Title: Re: Create a card inspired by another game
Post by: chwhite on May 10, 2012, 03:20:55 pm
Loch Ness
$5- Duration
+1 Action
______
You may only gain Loch Ness if you buy it, trash an Action card from your hand, and do not have Loch Ness in play.  When you gain Loch Ness, play it.  It remains in play for the rest of the game.

This one's from Glen More.  It's a perma-Village, but Nessie has to eat one of your subjects first.
Do you mean "Now and at the start of every turn, +1 Action.

Yeah, that's better.
Title: Re: Create a card inspired by another game
Post by: Axxle on May 10, 2012, 04:14:58 pm
Mafia
$30 - Action
All other players close their eyes.
Pick a player.
All other players may now open their eyes.
The chosen player is removed from the game.
Title: Re: Create a card inspired by another game
Post by: PigFiend on May 10, 2012, 04:53:00 pm
Potjomkin's Village
$2- Action
Trash this card and another card from your hand.  Gain a card costing up to $4 more than the other trashed card.

From St. Petersburg, of course.

...

Loch Ness
$5- Duration
+1 Action
______
You may only gain Loch Ness if you buy it, trash an Action card from your hand, and do not have Loch Ness in play.  When you gain Loch Ness, play it.  It remains in play for the rest of the game.

This one's from Glen More.  It's a perma-Village, but Nessie has to eat one of your subjects first.

Kudos on choosing Glen More =D
Title: Re: Create a card inspired by another game
Post by: Smithe on May 10, 2012, 04:54:26 pm
Chess:

Knights' Gambit $4

Action-Duration

+1 Card
+1 Action

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.

(I think I worded that how I wanted)
Title: Re: Create a card inspired by another game
Post by: PigFiend on May 10, 2012, 05:03:42 pm
I like how simply this is represented, but I wonder if $5 isn't too much for this card.
On the other hand, if it cost $4, it could lock a game very quickly and reliably with Torturer OoO And I certainly would forestall picking up a Silver to explode to 8 cards on turn 3, playing a Swindler or whatever and buying a Gold... or trash Estates with a Steward and then buy a Mint.
Maybe $5 is right. There are fair odds that I'd buy a Windfall World over a Festival in many games.

Windfall World
+1 Card
+2 Actions
You may return a Windfall token. If you do, +3 Cards.
-----
When you gain this, take a Windfall token.
$5 Action

Race for the Galaxy tribute.
Title: Re: Create a card inspired by another game
Post by: Wingnut on May 10, 2012, 09:52:28 pm
From Citadels (again)

Warlord
$5 Action-Attack
+$2 or +2 Cards

Each player reveals and discards the top card of their deck. The active player may pay one less than the cost of any revealed card to trash it.

Architect
$6 Action
+$2
+2 Cards
+2 Buys
Title: Re: Create a card inspired by another game
Post by: Jack Rudd on May 11, 2012, 07:07:14 pm
Chess:

Knights' Gambit $4

Action-Duration

+1 Card
+1 Action

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.

(I think I worded that how I wanted)
I don't see what effect this card has that means it needs a Duration type.
Title: Re: Create a card inspired by another game
Post by: Asklepios on May 11, 2012, 08:31:00 pm
Lost Cities:

Investment $8
Victory Card

You may not buy or gain this card if you have any Provinces in your deck, discard or hand.
-3VP
Worth +6VP per Province in your deck.
Title: Re: Create a card inspired by another game
Post by: Jack Rudd on May 11, 2012, 08:57:11 pm
Lost Cities:

Investment $8
Victory Card

You may not buy or gain this card if you have any Provinces in your deck, discard or hand.
-3VP
Worth +6VP per Province in your deck.
This could cause interesting issues with Swindler also in play.
Title: Re: Create a card inspired by another game
Post by: Smithe on May 11, 2012, 10:02:58 pm
Chess:

Knights' Gambit $4

Action-Duration

+1 Card
+1 Action

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.

(I think I worded that how I wanted)
I don't see what effect this card has that means it needs a Duration type.
So that it can affect everyone in a group game.
Title: Re: Create a card inspired by another game
Post by: Jack Rudd on May 12, 2012, 09:37:26 am
Chess:

Knights' Gambit $4

Action-Duration

+1 Card
+1 Action

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.

(I think I worded that how I wanted)
I don't see what effect this card has that means it needs a Duration type.
So that it can affect everyone in a group game.
Except that it doesn't. As written, it gets cleaned up at the the end of the turn it's played.
Title: Re: Create a card inspired by another game
Post by: Smithe on May 12, 2012, 11:58:34 am
Chess:

Knights' Gambit $4

Action-Duration

+1 Card
+1 Action

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.

(I think I worded that how I wanted)
I don't see what effect this card has that means it needs a Duration type.
So that it can affect everyone in a group game.
Except that it doesn't. As written, it gets cleaned up at the the end of the turn it's played.
I thought I worded it like Lighthouse. How do I need to change it so it acts like Lighthouse?
Title: Re: Create a card inspired by another game
Post by: Thisisnotasmile on May 12, 2012, 12:00:20 pm
Give it an effect on the next turn so it has a reason to stay out.
Title: Re: Create a card inspired by another game
Post by: Smithe on May 12, 2012, 12:15:41 pm
Give it an effect on the next turn so it has a reason to stay out.
I think I see, so the duration effect isn't enough to justify being a duration?
Title: Re: Create a card inspired by another game
Post by: Jack Rudd on May 12, 2012, 12:21:47 pm
Give it an effect on the next turn so it has a reason to stay out.
I think I see, so the duration effect isn't enough to justify being a duration?
The trouble is that there's nothing on the wording of the card to say that the effect lasts any longer than the end of the turn in which it is played. If you want it to have an effect on a later turn, you have to explicitly give it one.

ETA: A potentially more serious problem with this card is that in a clear majority of games, it's just going to be a $4 card reading "+1 Card, +1 Action" and be left untouched.
Title: Re: Create a card inspired by another game
Post by: Smithe on May 12, 2012, 12:24:21 pm
Ok. I thought by being a duration and having an effect while it is out it would have a reason to be out. Or does a duration need a "next turn" event so that it eventually gets discarded?
Title: Re: Create a card inspired by another game
Post by: Thisisnotasmile on May 12, 2012, 12:26:00 pm
Duration cards stay out until the cleanup phase of the last turn in which they do something. If they do something "while this is in play", then that doesn't really effect the last turn in which it does something because it just does that until it is cleaned up. Lighthouse stays out until the next turn because it gives you $1 on your next turn, and I believe Donald X has said somewhere on these forums that it initially didn't have that, and so it didn't work as planned because it would be cleaned up before it had a chance to protect you.

This is the same reason why Tactician gets cleaned up immediately if you do not discard anything to it. It only has a next turn effect IF you discard something. If you don't, then this turn is the last turn that it does something, so it is cleaned up.

On the contrary, it's even theoretically possible to have a Duration card which stays out for more than two turns (or even permanently) by giving it an effect for more turns (i.e. "Now and at the beginning of every turn +$1" would stay out forever).
Title: Re: Create a card inspired by another game
Post by: Smithe on May 12, 2012, 12:38:27 pm
Got it, thanks!

Knights' Gambit $4

Action-Duration

+1 Action
At the start of your next turn:
+2 Cards

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.
Title: Re: Create a card inspired by another game
Post by: eHalcyon on May 13, 2012, 11:05:56 pm
Got it, thanks!

Knights' Gambit $4

Action-Duration

+1 Action
At the start of your next turn:
+2 Cards

While Knights' Gambit is in play all cards that affect the player to the left now affect the player two players to the left instead.

I don't quite understand this card.  I can read this in two ways:

1. Everyone is affected.  For example, when you play Masquerade in a 3-player game, it actually causes you to pass to the right.  Similarly, Tribute affects the person to your right.

2. It only affects the person to your left.  This makes a lot of things super weird (in Masquerade, they get nothing but have to pass two?), so I'm going to assume you don't mean this.

But case 1 is not all that great.  It doesn't have interaction with many cards, and even when it affects something it doesn't really confer much of an advantage.  And hey -- in 2 player games, it causes Masquerade to read "pass 1 to yourself"?  And the same thing if two have been played in a 3p game?

Then again, this is just a card inspired by another game.  I don't play a lot of chess though, so I don't quite understand the relation here. :P