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Messages - LittleFish

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1
Variants and Fan Cards / Re: Set Expansion Contest
« on: September 27, 2020, 03:45:37 pm »
Anchorite: Action $3
If this is your only card in play, +2 Cards +1 action +$1

Edit:
Anchorite: Action $4
+2 Cards
If this is your only card in play, +1 action +$2

2
Variants and Fan Cards / Re: Really bad card ideas
« on: September 26, 2020, 03:41:05 pm »
Money Laundering
Action-Attack
Each other player reveals their hands and trashes one treasure card from it. You gain the trashed cards to your hand. Then, reveal your hand, and put all cards with the names of the treasure cards your opponents trashed on them onto your deck. Draw a number of cards equal to the number of cards your opponent trashed.

3
Variants and Fan Cards / Re: Set Expansion Contest
« on: September 25, 2020, 12:25:45 am »
Anchorite: Action $3
If this is your only card in play, +2 Cards +1 action +$1

4
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 23, 2020, 11:48:23 am »

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not "

Do you think the wording I used is unclear? Your suggestion is certainly an option, but what I like with my version is that "+1 Coffers" is given in the text and thus highlighted in bold.
The "When you play the next action card this turn" seems a little extensive

It needs "this turn" and then the difference would be just one word (when) in this part of the sentence. It could be:
"The next Action card you play this turn produces Coffers instead of $.", but I am not sure I like the second part of the sentence.
I'm not one to judge, it's your card

5
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 23, 2020, 11:17:56 am »

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not "

Do you think the wording I used is unclear? Your suggestion is certainly an option, but what I like with my version is that "+1 Coffers" is given in the text and thus highlighted in bold.
The "When you play the next action card this turn" seems a little extensive

6
Variants and Fan Cards / Re: Tales & Stories: Some "simple" cards
« on: September 22, 2020, 11:13:57 am »

Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
I think that the wording could be clarified to be something like "The next action card you play generates Coffers not "

7
Variants and Fan Cards / Re: Really bad card ideas
« on: September 04, 2020, 05:19:42 pm »
Battle of Wits
Action
$5
If your deck has 200 or more cards in it, you win the game.

Can't believe this hasn't been suggested yet!
Isn't that just philosopher's stone?

8
Variants and Fan Cards / Re: Really bad card ideas
« on: September 04, 2020, 03:26:40 pm »
Extend Time
Event-
+5
Each player (including you) counts the total in their deck, and takes + equal to that number. Each player then returns all tokens, and returns all cards to their piles, including those in the trash.
Each player then gains 3 estates and 7 coppers

9
- A Night card that lets your return to your buy phase
- A card that plays in it's own phase, and the phase to play that card in
- A vanilla card that is different from any existing card (and named thematically)
- A card that has a * cost
- A card that uses one of the Seaside mats
- A card with choices
- A card that changes depending on cards in the supply

10
- a heirloom for an existing card
- a card that uses an existing card as a heirloom
- a treasure that costs
- a card that thematically fits it's name

11
Variants and Fan Cards / Re: Really bad card ideas
« on: August 24, 2020, 12:36:31 pm »
Scout Scout - 5$
+1 Action
Reveal the top four cards of your deck. Put the Scouts in your hand and put the rest back in any order.
---------------------------------------
When you gain this, gain a scout.
Scout Scout Scout- 6$
+1 Action
Reveal the top four cards of your deck. Put the Scout Scouts in your hand and put the rest back in any order
----------------------------------------
When you gain this, gain a scout scout

12
Variants and Fan Cards / Re: Really bad card ideas
« on: August 20, 2020, 10:55:04 pm »
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse
Scrapped Market -
+1 Card
+1 Action
+1 Buy
+
Gain a Silver
Gain a Horse
You may trash this card, if you did: Discard a card. If you have any + actions remaining, you now have 1 less. This turn, buying a card requires 2 buys. Take the - token. Trash a silver from your discard pile. Return a horse from your discard pile to the horse pile.

13
Variants and Fan Cards / Re: Really bad card ideas
« on: August 13, 2020, 11:46:15 pm »
Just posted this in the weekly design contest as a joke, figured it goes here:

Hoarder
Action
Gain any number of Coppers.
It combos with moneylender, gardens, and it counters mountebank! It can't be that bad of a card!

14
Variants and Fan Cards / Re: Really bad card ideas
« on: July 26, 2020, 06:07:24 pm »
Card Magician
Action-Command-Duration-Looter-Fate-Doom-Curse-Gathering-Treasure-Victory-Castle-Attack-Knight-Reaction-Prize-Duration-Reserve-Night-Event-Landmark-Boon-Hex-State-Artifact-Project-Way-Ruin-Spirit-Zombie-Traveller

The following are written on the card to be read vertically, as most cards are:

+ Now and at the start of your next turn

If you're playing this from your hand and it's your...
Action phase, Choose 2: +1 Card, +1 Action, + , Place a token on the Card Magician supply pile, take the tokens from the Card Magician supply pile, Play a card from the supply costing 5 or less; or Each other player reveals the top card of their deck, trashes one of them costing from to and discards the rest
Buy phase,
Night phase, Receive the top Boon, and every other player receives the top Hex and gains a ruin
You may put this on your tavern mat
-------
When you discard this from play, you may exchange it for a Action card of your choice
-------
At the start of your turn, you may call this to take the 'Card Magician' State-Artifact
-------
When another player gains a card, you may reveal this to gain it instead
-------
When scoring, if this card is in your deck, then this card is worth 3 . Otherwise, -2
-------
Setup: This card may take the place of a Kingdom pile, in the trash if Necromancer is in play, in the boon pile, in the hex pile, in the ruin pile, shuffled with the Knights, at the bottom of the Castle pile, with the prizes, shuffled into the Imp pile, or the spot of an event, Landmark, project, or way
The following are written horizontally, like an event:
------
If you buy this as a Event, Each other player gains a curse and a ruin
------
If you buy this as a project, at the start of each of your turns, +1 Card + +1
------
If a player gains this card, return all project markers to their owners
------
While this is placed horizontally, each player gains +1 Coffer at the beginning of their turn
------
If you have this in front of you as a Artifact or State, you may gain a Treasure at the beginning of your Night phase
-----
As a Hex: Exile a Curse from the supply. If you can't, Gain a copper
-----
As a Boon: You may Trash all cards on your exile mat
-----
While this card is horizontal or in play, you may use this card as a way. As a way: You may trash a card from your hand, if you do + and take

15
Variants and Fan Cards / Re: Really bad card ideas
« on: July 23, 2020, 12:21:40 am »
Rage Quit - Event - 0$
Return your deck to the supply.
5 coffers and Windfall will make this almost decent

16
Variants and Fan Cards / Re: Really bad card ideas
« on: July 18, 2020, 12:34:27 am »
Split pile


Jabberwocky
Action-Attack-Victory-Duration-
You may light your eyes on fire, bite an opponent, and catch someone in your claws. If you did, now and at the start of your next turn +
________
At the end of the game, if you don't have a head, -15

Vorpal sword
Action-Reaction-
If there are no Jabberwockys in play, every other player gains a Jabberwoky
----------------
When an opponent plays a Jabberwocky, you may reveal this to cut the triggering card in half and to cut off the head of your opponent who played it.




The poem by Lewis Carroll, for reference:
’Twas brillig, and the slithy toves
      Did gyre and gimble in the wabe:
All mimsy were the borogoves,
      And the mome raths outgrabe.

“Beware the Jabberwock, my son!
      The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
      The frumious Bandersnatch!”

He took his vorpal sword in hand;
      Long time the manxome foe he sought—
So rested he by the Tumtum tree
      And stood awhile in thought.

And, as in uffish thought he stood,
      The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
      And burbled as it came!

One, two! One, two! And through and through
      The vorpal blade went snicker-snack!
He left it dead, and with its head
      He went galumphing back.

“And hast thou slain the Jabberwock?
      Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!”
      He chortled in his joy.

’Twas brillig, and the slithy toves
      Did gyre and gimble in the wabe:
All mimsy were the borogoves,
      And the mome raths outgrabe.

17
Variants and Fan Cards / Re: Really bad card ideas
« on: July 06, 2020, 03:00:35 pm »
"inflamed" = played at least 4 burning cards?

Yeah, figured after the 8th time I should just call it something.
When cards in play are inflamed, you must dose them with gasoline and set them alight.

Pyromaniac
Treasure

+ for every inflamed card, and every card that has caught flame from a inflamed card.

You may light this card on fire. If you do, + and trash this card

I think my ideas were already bad enough, but ok.
They would be too good if I only made them better, so I may as well make it worse

18
Variants and Fan Cards / Re: Really bad card ideas
« on: July 06, 2020, 02:21:41 pm »
"inflamed" = played at least 4 burning cards?

Yeah, figured after the 8th time I should just call it something.
When cards in play are inflamed, you must dose them with gasoline and set them alight.

Pyromaniac
Treasure

+ for every inflamed card, and every card that has caught flame from a inflamed card.

You may light this card on fire. If you do, + and trash this card

19
Variants and Fan Cards / Re: Really bad card ideas
« on: July 03, 2020, 01:48:04 pm »
Bullseye Lantern
Action-Attack

A player of your choice reveals their hand

20
Variants and Fan Cards / Re: Really bad card ideas
« on: July 02, 2020, 08:06:38 pm »
Cremation
Landmark
When you trash a card, set it on fire, then +1VP.

Phoenix
Action
You may trash a card, if you do, set it on fire
----------------------------------
When you trash this card, if it is set on fire, gain a Phoenix.

21
Variants and Fan Cards / Re: Really bad card ideas
« on: July 01, 2020, 07:33:43 pm »
Socially Distanced Lands
- Reserve-Action-Victory-Curse

Put this on your tavern mat

------------------------------------------

When you would exile this, instead put this onto your tavern mat.

------------------------------------------

If you have any tokens at the end of your turn, you may call this to spend  1 token, and move this into exile

--------------------------------------------

At the end of the game, if this card is:

In the supply, this is worth -2 to all players

In your deck,  this is worth -4

On your Tavern mat, this is worth 1

In Exile, +10

Edit: Fixed wording

22
Variants and Fan Cards / Re: Really bad card ideas
« on: June 30, 2020, 08:17:41 pm »
D&D Ideas:
Quote
Lute
Treasure-Heirloom-Looter-Reaction


Each other player takes a Ruin
--------------------
When you play a bard, you may reveal this to receive a boon
(Lute is a Heirloom for bard)
Quote
Warlock
Action-???
You may sell your soul to the player on your left.
 
 If the player to your left is a...
        Fiend, All players except you and the player to your left catch on fire
        Archfey, All non-fey players except you are charmed by you until the end of their next  turn
        Great Old One, you gain the ability to communicate telepathically with the other players at the table for the rest of the game
Quote
Tiefling
Action-reaction
You may perform one of the minor miracles listed: Your voice booms up to three times as loud as normal for 1 minute; You cause flames to flicker, brighten, dim, or change color for 1 minute; You cause harmless tremors in the ground for 1 minute; You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers; You instantaneously cause an unlocked door or window to fly open or slam shut; or You alter the appearance of your eyes for 1 minute.
--------------------------
When another player play a attack card, you may reveal this to surround the attack card with hellish flames.
Quote
Boots of the Winterlands:
Reaction

When you would Ignore something on a card, you may reveal this to Ignore the card that told you to ignore it
(Snowy Village)
Quote
Displacer Beast
Action-Duration
+1 Action
For the rest of the game, players at the table view you as one foot to your right or left, your choice
Quote
Deck of Many Things
Action
Name a number. Receive cards from the Deck of Many Things equal to the number you named.
(Pile works just like boons do)

Deck of Many things Cards:
Quote
Balance. Your mind suffers a wrenching alteration, causing your alignment to change.

Comet. If you win this game, you gain experience points enough to age one year.

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You also must forfeit the game
 
Euryale. Take a new Twice Miserable, even if you have Miserable or Twice Miserable already.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Gem. +2500

Idiot. Reveal your hand. Trash a card of your choice. There must be no cards costing higher than the trashed card in your hand

Jester. You can draw two additional cards beyond your declared draws.

Key. Choose 1: a magic weapon appears in your hands, or you may gain a card of your choice.

Knight. You gain the service of a knight. The knight serves you loyally until death, believing the fates have drawn him or her to you.

Moon. Gain three wishes

Rogue. Someone at the table becomes hostile to you. When they play an attack, that card only effects you. When they play a non-attack card that affects other players, it doesn't effect you.

Ruin. -100 You may not have below

Skull. Gain the Curse pile to your hand

Star. Draw two cards

Sun. Gain a card costing up to

Throne: You gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. You may also play a action from your hand twice.

Vizier. Once, at any time you choose during the game after drawing this card, you can ask a question from the table and receive truthful answer to that question.

The Void. Your soul is drawn from your body and contained in a Dominion box at the nearest Game store. You lose the game. The next person to open the game box your soul is kept in releases you back to your body


Edit: Added a box around each card for easier reading

23
Variants and Fan Cards / Re: Really bad card ideas
« on: June 30, 2020, 04:29:20 pm »
[there was pictures here once, but to save quote size I removed them]
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
The first one is hard to track
The second isn't the worst idea, but gets better as more cards enter the trash.
The third seems like it would be a good project, and for a slightly cheaper cost
The 4th is useless in games without , and should also be an attack

24
Variants and Fan Cards / Re: Really bad card ideas
« on: June 29, 2020, 11:07:26 pm »
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Right now, it's more of a "unconventional card ideas" thread than a strictly "bad ideas"  thread

25
Variants and Fan Cards / Re: Really bad card ideas
« on: June 29, 2020, 10:34:34 pm »
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

Except when you want to buy 2 of them with 4 money and 2 buys.

Also, good necros, are you getting the best of RBCI?
I'm trying to read the whole thing, because of spare time. I'm sorry about reviving old conversations

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