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Topics - Schlippy

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1
Dominion Videos and Streams / So I guess I am one of you now :>
« on: June 01, 2013, 07:51:43 am »
Good evening ladies and gentlemen. I finally decided that I want to put Dominion videos on my youtube-channel too.
I started doing some Mincraft and Antichamber Let's Plays on youtube a few months ago. In the beginning the main reason was to improve my terrible spoken english, but now I mainly do it because it is fun. I do not have a huge channel (42 subscribers at the time of this writing), but anyways, I decided to do two different playlists for my dominion games. One for the viewers who do not know Dominion or do not know Dominion too well, where I explain the basic rules of the game, the main strategies, "advanced" strategies, the cards and when or how to use them and so on. And then another one for the viewers who already know Dominion and just want to see some interesting games, like you guys. :>

I am not a superb hyper top-tier Dominion player, but I am decent I guess. At the moment I am somewhere at 6100 points and around place 30 on the pro leaderboard. So most likely many viewers can learn from my video (but I can also learn from you comments of course. :)).
Besides that I am not a terribly good caster, but the best way to improve is to keep doing it.
Hopefully it will be at around one Dominion video per day in the end, but I can not promise that. While the cutting, rendering and uploading of these is very fast (compared to other games), I can only upload and record during the weekends at the moment.

So here are the two playlists:

Just games:
(only pro mode, 5k+)

Games with tutorials:
(mainly casual mode in the beginning for convenience reasons)


Anyways, thanks for watching and have fun doing so. :)

2
Variants and Fan Cards / Fan Card: Gazebo
« on: September 04, 2012, 06:30:36 am »
Card name: Gazebo
Cost: $2
Type: Action - Duration
Wording:

At the end of your Clean-up every turn (before drawing your new hand) you may reveal the top card of your deck. If you do, either discard it or put it back.
-----------------------------
When you gain this, put it into play immediately.
This is never discarded.
[/wording]


3
Variants and Fan Cards / Fan Card: Fishing Well
« on: September 02, 2012, 02:02:24 pm »
A card that only draws you the cards that you want is incredibly hard to balance. Either it is far too strong/cheap as a non-terminal or utterly useless in a lot of cases as a terminal.
So I tinkered around with the idea of a Wishing Well that always draws you the card that you wished for (if you have it in your deck). I knew it was very powerful, so it started at $7. Turned out it was overpowered (a lot, like you would not believe). So it lost the extra card that Wishing well gives you. Still strong, but certainly not worth $7 in many cases. (Though, still worth $7 in a few games.)
Because of that and the fact that $7 is a relatively swingy cost I lowered it to $5. Turned out it was too strong again. So I introduced some sort of downside. Hey, it is a well, and people like to throw their change into wells.

I am not really sure yet where this card stands now. The two Coppers you'll probably gain when buying this might look like a huge downside, but they aren't all that bad. They certainly hurt you, sure, but on the other side you can skip Coppers in your deck with the card anyways. The main downside really is that your enemies lose Coppers.


Fishing Well
Action - $5

+1 Action
Name any card. Reveal cards from the top of your deck until you reveal a copy of the card you named. Put it into your hand and discard the other cards.
--------------------
When you gain this, each other player may trash up to 2 Coppers from his hand. Gain 2 of the Coppers they trashed this way.


So what do you think? Should this go down the drain or do you think it is fine?

4
Playing around with Dark Ages cards, I just had those in a solitaire game. Kind of ridiculous.



Well you could sort of supplement the blackmarket/dual tactician engine through heavy Havens (or to an extent Wharfs), but those are not nearly as fun and ridiculous as this.

edit:
As some people seem to not understand how this works and the playing area is not complete because I was lazy and don't wanted to increase the picture size above the absolutely neccessary:
Buy a black market, 2 Tacticians and a bunch of Hermits (or just one).

start: Play tactician, discard your hand. Next turn: Play Necropolis, play Black Market, play Royal seal, play Hermit, play Tactician, don't buy anything and topdeck the Madman you get from trashing the Hermit with Royal seal.
Next turn: Draw 5 extra cards from Tactician, play the Madman and draw 9 cards, play Black Market, play all your Money (and leave one card in your hand, play Tactician and buy something neat with your potentially 15 Treasure cards. If you had a bad draw play a Hermit, buy nothing and topdeck the Madman with Royal seal.
Repeat as you want, or alter it by topdecking hermits or some +Action if the Necropolis is in your discard or if you expect a bad draw in your next Tactician turn.

Basically this enables you with relative consistence to make a bunch of 18 card turns in your game with Hermit, Royal Seal, Black Market and Tactician without any other engine components. I thought it is quite neat.

5
Introduction:
Good news everyone! As Goko didn't go online after all and as I had some spare time to get rid of
I updated this topic with the current Iterations of all the cards. Besides that I added a small
rule section and FAQs for all the cards. If you just wanna know what changed, either look at those
fancy images or scroll to the end of this post. If there is demand for suggested Kingdoms using
this set, I can write down a few that were fun or had a bunch of neat interactions.

This expansion now houses 25 new Kingdom cards. As the clockwork name suggests, many of these cards
are enablers for alternative winning strategies, some are capable of shortening the game and some
are capable lengthening the game.

After getting a few ideas from some people I showed this set to, I partially do agree that some of the more complicated ones like Misfit can be simplified quite a bit without losing much of the basic idea behind them. However, due to human error while emigrating my personal data to another machine I lost all editable image files from this set. :<
Thus this set will stay as is. While it is only "semi-finished" it is definitely playable in this state and has a lot of neat interactions. (Troll has a wording error though and should say "Gain a Treasure card costing up to $1 more than the most expensive revealed Action card." in the middle part).

I'll most likely take a few of the "easy" cards that people who saw this set liked a lot (Galvanize, Polycephaly, Alpine Village and Sawmill) and put them into another one, maybe with slight changes. :]

In case you want the high resolution version of a specific card, just click it. All of the images
are either public domain, done by me, or public domain and edited by me.




Rules:
There is only one "special" rulecase in this expansion. Clockwerk houses a special Curse card that is
called Blasphemy. Blasphemies are always used as an additional Kingdom pile when the card Accurst is
part of the Kingdom. They form an 11th pile (or 12th pile with Young Witch). The Blasphemy pile
contains 5 Blasphemy cards for a 2-player game, 7 for a 3-player game and 10 for a 4-player game.
Other than that it is a standard Supply pile. If the pile is empty, that counts towards a 3-pile ending.
If a third pile empties at any point in the game and one of the empty piles is the Blasphemy pile the
game is over after that turn, even if you fill up the Blasphemy pile again during that turn. This is a
standard rule that is explicitly stated in the Seaside rulebook, as the same thing can happen with
Ambassador. You can buy Blasphemy cards from the Supply.
Blasphemy cards have the type Action - Curse. This means they are Action cards as much as they are
Curse cards. They are not Curses though. A Curse is a Curse card too. Some cards in the game refer to
Curses, some refer to Curse cards. If a card (a.E. Mountebank) tells you to gain (or discard) a Curse,
you always gain (or discard) the standard Curse. However there are some cards in the game that refer
to Curse cards. Namely these are Witch, Torturer, Fortune Teller, Embargo, Sea Hag and Excorcist (from
this set). If one of these tells you to gain a Curse card, you can choose if you want to gain the
vanilla Curse or a Blasphemy. But as long as there are Curse cards in the game, you have to gain a Curse
card. You can not choose to take a Blasphemy when there are no Blasphemies left in the Supply but there
are Curses left in the Supply. You can not choose to skip either Curses or Blasphemies when you are
attacked by Fortune Teller.

Because Blasphemy itself has a lot of fun interactions with other cards, I suggest you randomly use it in
random Kingdoms (as one of the 10 random Supply piles), even when Accurst is not in the Kingdom. As
there are some games where having the Blasphemy is utterly useless (a.E. with no remodel variants, no
trash for benefit cards, etc.) I also suggest that you make a simple veto poll before every game where
it is in the Kingdom without Accurst. Simply ask each player if they want to have it in that Kingdom or
not, and if everyone agrees that they don't want to have it, replace it by another random card.


FAQ:

Accurst: If this is part of the Kingdom, you will always use Blasphemy cards as an additional
Kingdom pile, so you have 11 Kingdom Piles (12 with Young Witch).
When you play this, you get +$2. Then you may choose to gain a Blasphemy from the Blasphemy pile. No matter
if you gained a Blasphemy or didn't, if the pile containing the Blasphmies is empty, you play an Action card
that costs $4 or less from the Supply and trash it after you played it. If you play a Duration card with this, you
will get the bonus in the next turn although you trashed the card and the Accurst will stay out until the end of
your next turn.  (This is in the Seaside rules; using another card to play a Duration card will make the other card
stay out until the Clean-up of your next turn.) If you play Goons with this (by reducing the cost of the cards before
you play the Accurst) you do not get any VP chips for buying, as you have trashed the Goons directly after
playing and they are "not in play". This applies to all "while this is in play" clauses; playing a Highway
with Accurst will not net you the cost reduction, because as soon as you have finished playing that Highway
you have to trash it and cards in the trash are not in play anymore. If you play a Baldachin (a Duration card
from this set) with Accurst, you discard the Action you played with the Baldachin at the end of your turn,
because the Baldachin is not in play anymore. At no point do you gain the card that you play with Accurst. It
explicitly says "immediately play a card from the Supply". You can not reveal a Watchtower and trash or
topdeck the card or reveal a Trader and gain a Silver as you do not gain it. You can not reveal a Carpenter (a
Reaction card from this set) and set the card aside.
After you finished resolving the Action card that you played with Accurst, each other player gains a Blasphemy
in turn order.
Playing an Action card from the Supply with Accurst does not use up one of your Actions (playing the Accurst does
use up one of your Actions though).

Alpine Village: The first part of this card works exactly like Village. After you drew the card,
you may discard 2 cards and draw another card. You only draw another card if you discarded exactly 2 cards. If
you discarded only 1 card because you only had 1 card in your hand, you do not draw another card.


Bakery: When you play a Bakery, it behaves exactly like a Laboratory. When you gain a Bakery (no
matter if you bought it or gained it through another card) you name a Victory card that is part of the Kingdom
and has its own Supply pile. If the Supply pile of the card you named has 5 or less cards in it, you put the
Bakery that you gained on top of your deck. If it has more than 5 cards in it, you put the Bakery under your
deck. You can only name Victory cards that are in the Kingdom, can be bought and have their own Supply pile.
You may not name Victory cards that cannot be bought or do not have their own Supply pile - you can not name
Overgrown Estates, Dame Josephine (from Dark ages) or a card that is in the Black Market deck. If the named
pile is empty, you put the Bakery on top of your deck. You can reveal a Watchtower to topdeck a Bakery that
you'd have to put below your deck. You can also reveal a Carpenter (a Reaction card from this set) to set a
Bakery aside that you'd have to topdeck or put below your deck. If you reveal a Trader you do not topdeck the
Silver or put it below your deck. As you do not gain a Bakery in that case, you do not even name a Victory card.


Baldachin: When you play a Baldachin, you may play an Action card from your hand. You will not use
up an additional Action for playing that card, just like with Throne Room. For a clearly arranged playing area,
please put the Action card you play onto the Baldachin card. During your Clean-up phase you do not discard the
Action card that you played with Baldachin, as long as the Baldachin is still in play. If you topdeck the
Baldachin with Scheme you still have to discard the Action card that you played with it, because the Baldachin
is not in play anymore. If you play a Baldachin twice with a Throne Room, all Actions cards you played with the
Baldachin stay in your playing area and are not discarded, because the "while this is in play" clause does not
specify that it only works for one card.
At the start of your next turn, you can choose whether to put the Baldachin or the Action card on it into your
hand and immediately discard the other one. If you played a Baldachin twice with the help of the Throne Room, you
choose twice. You may choose to do things that you can not complete. You can choose to put the Baldachin into
your hand, discard one of the Actions, and then choose to put the Baldachin into your hand again, discarding the
other Action. You may also choose to put one of the Actions into your hand, discarding the Baldachin, and putting
the Baldachin into your hand (which you can not do, as you have discarded it). You may also choose to simply put
both Actions into your hand, and discard the Baldachin.

Blasphemy: Blasphemy is a Curse card, but is not a Curse. Please read the rule section if you need
further information on this. If you use Blasphemies, no matter if you use them because Accurst is in the Kingdom
or because it was randomed, the Supply pile only contains 5/7/10 cards for 2/3/4 players.
When you play a Blasphemy, you put the card back into the Supply. Then you choose to either gain 3 Copper, gain
a Curse or or gain 2 Curses and trash up to 2 cards from your hand. You can choose options that you can not
complete, a.E. choosing to gain a Curse when Curses are empty or gaining 2 Curses and trashing two cards from
your hand when Curses are empty.
When you trash a Blasphemy, you gain a Curse and put the Blasphemy into your hand. When Curses are empty you do
not gain one, but you still put the Blasphemy into your hand. For example, you can buy 3 Farmlands and gain 3
Duchies by trashing the same Blasphemy three times within the same turn.
You can buy Blasphemys if you want to. If a card tells you to gain a Curse card (for example, Witch) and
Blasphemies are in the Supply, you may gain a Blasphemy instead of a Curse (unless there are no Blasphemies left).
But if a card tells you to gain a Curse, you have to gain a standard Curse. Blasphemy is a Curse card, but is not
a Curse. Curse is a Curse card too. Please read the rule section for further explanation.
When you reveal a Watchtower to trash a Blasphemy you are gaining, you put it into your hand and gain a Curse
(which you then can trash with your Watchtower).
Blasphmies are also Action cards. If you play a Golem and reveal a Blasphemy, you have to play the Blasphemy.


Carpenter: When you play a Carpenter, you may gain a copy of an Action card in your hand costing up
to $4. You may reveal another Carpenter from your hand as you gain this Action. You can not reveal the Carpenter
you played, as it is not in your hand anymore.
When you gain an Action card, you may reveal a Carpenter from your hand and set it aside with the Action card you
gained. At the start of your next turn you play both cards in any order. It does not matter if you gain the Action
card in your turn or in the turn of someone else through things like Swindler, Saboteur, Demodel or Accurst.
Playing the cards at the start of your next turn does not use up one of your Actions. If you reveal a Watchtower to
trash or topdeck the gained Action card you can still reveal the Carpenter and set the Carpenter aside, you can
however not set the Action card aside anymore in that case, as the Carpenter has lost track of it. If you do it the
other way around, you can not topdeck the Action card or trash it, as it has already been set aside by the Carpenter.
You may resolve things happening at the start of your turn in any order. For example, if you are gaining a Counting
House due to a Swindler attack and set aside Horse Traders and reveal a Carpenter to set it and the Counting House
aside, you can pick up the Horse Traders before you play the Carpenter so you are able to copy it with your Carpenter.
You can not play the Action card you gained, then resolve the Horse traders and then play the Carpenter. You have to
resolve both plays of the Carpenter one after another when you resolve the Carpenter.
When you set aside the Carpenter with a Duration card that you gained, the Carpenter will be discarded in the Clean-up
of the turn where you resolved its reaction part. It will not stay out with the Duration card, because you did not directly
play the Duration card with the Carpenter.


Copper Smelt: You have to resolve every Copper Smelt by itself. If you play two Copper Smelts, trash 3
Copper with the first one and no copper with the second one, you have to gain 3 Copper.


Demodel: After a player trashes a card, he gains any card (it can also be a Victory card or Curse card)
that you choose that is within the cost window. If a player trashes a Gardens, he gains a card that either costs $3,
4$, 5$ or 6$. You may gain a copy of the card he gains, but you do not have to. If the Attack affects several people,
you are entitled to gain 1 copy per player, but you can not for example take two Duchies if you give player Hans a
Duchy and player Franz a Curse. If the Supply pile of a specific card is empty after the other players gained their
cards, you can not gain a copy of it. You can not choose to give them cards from empty piles if there are other cards
within that cost window. If there is a card that costs $1 less, exactly as much or up to $2 more you have to give them
that card. You can not say to Franz that he should gain a card costing 7 when there is none. If there is no card in that
cost window, they do not gain a card. You can not let them gain cards with a Potion cost if they trash a card without
a Potion cost. However, you can give them cards with a Potion cost and cards without a Potion cost when they trash a
card with a Potion cost.


Drunkard: The first thing you do is drawing 3 cards. Then you may gain a Potion. Then you may trash
Victory cards and Potions for benefit. You may not trash any cards that are not Victory cards or Potions (combined
Victory cards like Nobles, Great hall, Island or Hanging Gardens are Victory cards).


Exorcist: If your discard pile has no cards in it, you can not trash any cards. Blasphemies and Curses
are Curse cards. If you trash at least 3 cards that are not Blasphemies or Curses you have to gain a Curse, trash the
Exorcist and get +2VP chips.


Galvanize: You take an Action card from the Supply. You do not gain it. You can not reveal
Watchtower, Trader or Carpenter to do something with it. When a specific pile is empty, you can not choose to take a
card from that pile. The card you put on the Galvanize does not produce anything, because you did not play it.
If you take a card that does not produce any +$ by itself, it will still produce $1 by itself when it is on a
Galvanize. You can take a Throne Room and then every Throne Room in that turn will produce $1 for you. The effect
stacks, so if you play two Galvanize and put a Throne Room on both of them, Throne Rooms will produce $2 for you
when you play them. The effect does not work recursively. If Hans plays two Schemes and then a Galvanize (on which
he puts a Scheme) and then another Scheme, he will have $1, not $3.
If you play Galvanize with Throne Room and you take two Schemes, Schemes will still produce only $1, because there
is only one card on the Galvanize and only one Galvanize in play. Hoewever, if you take a Scheme and a Pearl Diver
then both of them will produce $1 more, even if they're both on the same Galvanize.
If you empty a pile by playing Galvanize, it still counts towards three piles endings. If Galvanize fills up a pile
in a turn where a third pile was emptied, the game still ends at the end of that turn. (Seaside rules)
Let's say it's Franz' turn. Fishing Villages and Gardens are empty and there is only 1 card left in the Scheme pile.
Franz gained a Workshop due to Hans Swindler before this turn and revealed a Carpenter to set it aside. In his last
turn he Galvanized a Scheme. As Franz is free to resolve his starting Actions in any order he wishes, he starts by
playing the Workshop and Carpenter. He gains the last Scheme and reveals nothing with his Carpenter. Now three piles
are empty. Then he resolves his Galvanize and puts the Scheme on it back into its empty Supply pile. From the $2 he
now has he buys an Estate and wins the game with 1 point lead over Hans (that sneaky bastard).


Hanging Gardens: When you play Hanging Gardens you trash a card from your hand and gain two Treasure cards,
One of them costing up to $1 more and one costing exactly $2 less. If there is no card costing exactly $2 less (a.E.
when you trash a Copper) you don't gain the second card. If there is no card that is costing up to $1 more (that is
very unlikely, but it can happen), you don't gain the first card. It does not say "but never less than $0" on the card,
so if you trash a card with a cost of $0 or $1 you will only gain one card.
At the end of the game Hanging Gardens are worth 1 Point for every 5 Treasure cards in your deck. If there is at least 1
Hanging Gardens in your deck at the end of the game, you have to trash 10 Copper from your deck before you start counting
your points/Treasure cards. If you do not have 10 Copper, you trash all the Copper from your deck.


Hourglass: This is a Treasure card. Playing it does not use up an Action. You do not have to put an Action
card from your hand on top of your deck if you don't want to.


Librarian: You start with discarding down to three cards in hand. Then you draw three cards and then you
may discard a Duchy. When you reveal cards you skip Victory cards and Curse cards. This includes Blasphemies and Curses
as well as combined Victory cards.


Mansion: You may play this to trash it for a Mansion token. If you do not have any Mansion tokens because
you pirated this expansion, please use potatoes, vinyl shards, fully grown mustache hairs or just some tokens from
the original Dominion games to mimic the Mansion tokens. You can also just use set aside cards that are not in the
Kingdom


Minutemen: This one is really simple, so I guess I answered all the questions.


Misfit: When you play this, you can not choose not to discard an Action if you have one and discard a Treasure
card instead. You reveal your hand, and if there is at least one Action card in it, you have to discard one Action card.
If you didn't discard one (because there wasn't one in your hand) you have to discard a Treasure card except Copper.
Then each other player either discards an Action card, or discards down to three cards in hand. They choose which one.



Monocle: Monocle is a Treasure card. Playing it is only possible in your buy phase and does not use up one
of your Actions. Besides the $1 it gives you it is basically the attack effect of Spy just only for yourself.
When you reveal it due to someone else playing an Attack card, you may look at the top 3 cards of your deck and
rearrange them or discard some of them. This is basically the effect of Cartographer with only 3 cards. If you discard
at least one card, you have to discard or trash (your choice) the Monocle. If you discard none you can keep it and reveal
it again, which can be quite useful considering the fact that you can reveal as many reactions as you like.


Polycephaly: I think the best way to answer questions regarding this card is to just give a few examples.
Franz has a hand of 4 Copper. He plays Polycephaly and trashes 2 Copper. Hans has a hand of 2 Estates and 2 Copper.
He plays Polycephaly and trashes 2 Estates and 2 Copper. Franz has a hand 3 Silver, 3 Estates, 5 Copper, 2 Witches
and 1 Council Room. He plays Polycephaly and trashes 2 Silver, 2 Estates, 2 Copper and 2 Witches, leaving him with a
hand of Silver, Estate, 3 Copper and a Council Room. Hans has a hand of 1 Silver, 1 Gold, 1 Copper, 1 Estate, 1 Market
and Goons. He plays Polycephaly and trashes nothing.


Pure Copper: Actions left means literally Actions left, not Action cards left. The card does not care
if you have Action cards left in your hand.


Rook: You choose one. That's about it.


Sawmill: After you discarded 2 Victory cards, you can choose between +$2 and 1 Card. You can only discard
if you discard exactly 2 Victory cards. You can not choose to discard 2 Victory cards with only 1 Victory card in your
hand. Just as the card says, you may discard exactly 2 Victory cards. Not more, not less.


Troll: If someone reveals an Action card, the gain is mandatory, even if the only Treasure card you can get
is Copper. If no one reveals an Action card, you can choose not to gain a Treasure if you don't want to.


Turncoat: When you play this and choose to pass it to your left neighbor, the -$3 can reduce your money
below 0. So if you pass it to your left neighbor and play 5 Copper, you will only have $2 for your buy phase. If you have
-$x you can not buy anything, not even a Copper, as there are no cards that reduce the cost of cards below $0. So often
the best idea is to set it back until you draw it with a hand that wouldn't net you anything good anyways.
The reaction part simply allows you to trash Turncoats from your hand when someone else buys one.
When you buy a Turncoat yourself, you are never gaining a copy - only the other players gain one. You can not reveal a
Watchtower or Trader, as you are never gaining a card in the first place. However, when someone else buys a Turncoat, you
can reveal a Watchtower or Trader and trash it or take a Silver instead.
When you buy a Turncoat, you'll get +1 Buy. So if you have $12 to spend, but only one Buy, you can actually buy a
Turncoat and then a Province if you want to. You could also buy three Turncoats in that situation.
Buying a Turncoat is not an Attack and you can not block it with Moat or reveal a Secret Chamber. As you gain an Action
card, you can reveal Watchtower, Trader or Carpenter though.


Vice Chancellor: When you reveal the top 4 cards of your deck, you have to discard them. Franz can not choose
to reveal and then say "wow, these are really good cards, I will put them back". He can only choose not to reveal them in
the first place. Other players are entitled to see what cards you discard with Vice Chancellor.



Quote
Updates:
Baldachin: Lost mandatory discard; can now put itself into your hand in the next turn and immediately discards itself if it doesn't. Received a "while this is in play" clause to fix some rare situations that sends action cards into some nonentity-state with no possibility of retrieving them.
Monocle: Cost reduced to $2 and discard on reaction only mandatory if you discard cards; can be self-trashed instead of discarded when using the reaction.
Rook: Moved cost to $2 (from $3).
Troll: Now gains you a Treasure card costing up to $5 when no Action cards are revealed (was $3 before).
Drunkard: Can now trash any Victory cards, not just Estates.
Carpenter: Reaction changed. Now works in your buy phase, but is always delayed to the next turn (and plays the carpenter too)
Hourglass: Cost increased to $5, top-decking non-mandatory with a 'you may'-clause.
Misfit: If you don't have an Action card in your hand, you have to discard a Treasure card that is not a Copper.
Turncoat: Complete overhaul.
Accurst: Inverted actions. ('You may gain a Blasphemy' then 'If Blasphmies empty, you may play an Action card from the Supply' then 'each other player gains a Blasphemy')
Blasphemy: Moved back to -1VP again. Gain Coppers reduced to 3. Cost increased to 3. Is now a standard Kingdom card.
Copper Smelt: Now produces $0 by itself.
Hanging Gardens: Now gains you two Treasure cards for trashing. Trashes 10 Coppers from your deckat the end of the game if you have a copy of it. VP changed to 1 VP for every 5 Treasure cards in your deck (from 2VP for every 10 Treasure cards).
Librarian: Now skips Curses (and Blasphemies) too
Bakery: On buy reworked. "When you buy this, name a Victory card that is part of the Kingdom. If there are less than 6 copies left in the pile of the named card, put this on top of your deck. Otherwise put this under your deck."
Sawmill: cost reduced to 3 (from 4)

6
I refined most of this a lot, so I made a new topic as it is vastly different. You can find the new topic here: http://forum.dominionstrategy.com/index.php?topic=2910.0
Thanks to everyone who helped me with things.
:)



Good news everyone! I developed a new fan card expansion for your favourite board game.


The theme:
The theme of this expansion is hard to describe. One person in our playing group once stated that he'd like to lengthen the game somehow. I initially thought that this might be a very bad idea, as longer games will often mean even less fun and longer raging for the people who are losing, while the fun that the person who is winning is having will basically stay the same. Too many games are decided early on in Dominion for this. That's why it is very hard to artificially prolong the game while keeping it fun without watering it down to a state where luck plays a far greater factor than decisions.
So I took a quite different approach. I developed some cards that will somewhat prolong the game - be it either through things like curses or through additional kingdom piles - and some cards that can shorten the game, sometimes even radically. As a side effect of this there are quite a few trashers in this set. That's why I do not recommend using the majority of these cards in a game. You should use them in completely randomized games or - if you really really like them - randomly select three or four cards of this set and mix them with seven (or six) other randomly selected cards from the official (or fan) expansions.
So the theme can be described as "changing the timing in games".
That's why I (at least temporarily) call it Lapse. Until I come up with a better name. ;)


New rule(s) and what this topic actually is about:
Before I'll show you the cards, there is a new rule for the game when you use cards from this expansions: As soon as there are at least 12 Kingdom card piles the winning condition regarding empty piles is 4 empty piles. There are four cards in this set that add additional piles to the Kingdom (just like Young Witch, which too adds an additional pile to the Kingdom). All four of these are treated like Prosperity cards, so if you use them they will increase the chance of Colonies and Platinum being used in the game.
A "Curse card" is any card that has "Curse" on the bottom line. This set includes an additional "Action - Curse" card called Blasphemy. If a card says "Curse" it means only the standard Curse. So when someone plays a Mountebank you can not discard a Blasphemy. But some cards in this set refer to "Curse cards", just like cards in official Dominion expansions refer to "Action cards" or "Treasure cards".
When a card says "play an Action card" it lets you play the Action card for free. Take Throne Room as an example. You do not have to pay one of your Actions for the Action card you play twice with the help of Throne Room, you only have to pay the initial Action for your Throne Room.

Apart from that this is a debugging topic. It is not about showing you 16 perfectly balanced cards. I playtested most of them in solo games and I will (probably) test them this weekend in real games, but there are so much combinations that I can not possibly think of all of them. So there might be some poor interactions you can tell me about. ;)
Besides that you could help me with the wording on some cards. As you might have noticed I am not a native speaker and as a result some wording on the cards might be overdone and could be expressed in fewer words. At first some of the cards may seem utterly complicated, but actually they are not harder to grasp than the "Jack of all Trades" and I just feel like I have used to much words for some of them. As a result it may be the case that you can't read the wording on some cards with lots of text, so just click them to get to a higher resolution version of them.
edit: Recent card changes are hidden in the discussion in this topic. I marked every recently changed card in this posts in blue and will update this post and the pictures as soon as the changes solidify a bit.

The Cards: (finally!)



Baldachin: This is the newest card in the set, so it has not yet received much playtesting. I decided to include a 2$ card and this is what I came up with. As the name suggest it is a Throne Room variant. I included a choice for a (mostly bad) Cellar-like effect so it is not completely useless in Kingdoms without any villages.
It can also be comboed with Hourglass (another card from this set) to achieve a pseudo Scheme effect, even without any +Actions in the Kingdom.
edit: Will receive "(except Baldachins)" as an addition to the pickup action, because of possible infinite combos. (Thanks heron)Will receive changes to make it easier to keep track of which cards you picked up.




Drunkard: The Potion card of the set. Ever had the Potion pile run out? Now you can. Obviously this is a card that can speed up games in the right circumstances. Profits hugely from slim decks and kind of removes the "that potion could have been a silver" rule. The first version let you gain the Potion before you drew cards, but that turned out to be ridiculously strong in very slim decks.
Comboes well with villages and card drawers.
edit: Might receive a buff.



Polycephaly: What happens if you combine an early game trasher that can trash up to 4 cards in a five card hand with a non-terminal silver for 3$? Overpowered. But what if you gave the trashing a rule that most likely makes the card a dead card afterwards? :)
This might need a little rule clarification; you have to trash two of every card from which you have at least two copies in your hand. So in a hand with Copper/Copper/Estate/Estate/Polycephaly you trash both Coppers and both Estates. In a hand with Estate/Copper/Copper/Copper/Polycephaly you have to trash two Coppers and nothing else. In a hand with 4 Coppers and Polycephaly you have to trash exactly 2 Coppers, not 4.
As soon as you draw this with two Silvers/Golds (or two identical Actions that you wanna keep) you will probably not play this as you'd have to trash your Silvers/Golds or Actions.
I will not lie to you, this is a very strong trasher, and in the right Kingdoms (where you can get rid of it in some way afterwards or it does not hurt you as you will draw your whole deck anyways) this is nearly as much of a gamechanger as Chapel.
I think the card needs better wording in english though.
edit: Receives a change in phrasing to make it easier to understand. Current idea is "Reveal  your hand. Trash exactly two copies of every card you revealed at least two copies of."Tell me if you can find better words for it. ;)




Troll: The idea behind the card is that the Troll is raiding the villages. Started out as an attack card that let you take Treasure cards from other players hands who revealed villages, however it was to reliant on villages being in the Kingdom and was either too strong or far to weak. It also lead to not buying villages at all. If no player can reveal a village or other cards that give +2 Actions the Troll gets mad so you have to trash it. This makes it useful in Kingdoms without any villages as it basically makes it a one-shot village with +3 Actions and a little $ bonus.
Acts well in Kingdoms with expensive villages and in Kingdoms without any villages. Comboes with Hanging Gardens (another card from this set).
edit: Will be simplified.




Vize Chancellor: The "village" of the set. Does not let you draw any cards though. Comboes well with cards that let you see the top cards of your deck, cards that leave junk at the top of your deck and cards that act on your discard pile (a.E. Inn or Excorcist (another card from this set)). Also lets you hit the shuffle faster, but does not do it as good as the "real" Chancellor.
edit: Will receive a choice to discard the cards without looking at them. "You may discard the top four cards of your deck."


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Carpenter: The reaction card of the set. The normal action is more or less a non-terminal copper. The reaction part either lets you play an Action card you gain immediately (and without costing an Action) in your turn or lets you play three Action cards in your next turn if it is not your turn (the one you gained and set aside, the Carpenter you set aside and another one from your hand because you played a Carpenter). Also note that Blasphemy (the special Curse card in this set) is an Action card and you can get rid of it in the turn after you get it without costing you an Action and play another Action card for free. Other situations where you gain Action cards outside of your turn can occur with cards like Swindler, Saboteur or Ambassador. It used to let you play Action cards you gained in your buy phase but that led to some complicated behaviour with a few cards (like Peddler) and was ridiculously strong in some situations.
However, the card might receive a buff and get +2$ on it instead of +1$. Needs further testing.
Comboes well with Remodel-variants, Workshop, Ironworks, Peddler (as you can have at least two Actions in play while only paying one Action for the Carpenter), Swindler, Saboteur, Minion (with the right deck constellation giving you +3$ per Minion played for +2$ and +1$ per Minion played for new cards), Accurst and a lot more.
The most notable combination however is with itself. If you have a hand of Carpenter/Carpenter/Carpenter/Carpenter/Militia you can simply play the Carpenters with Carpenters and end the chain with the Militia and buy a Gold. Awesome card. ;)
edit: Will receive +$2 and +1Action instead of play another card. The reaction part will be simplified a bit.




Excorcist: A trash for benefit card. You have to trash at least 1 card from your discard pile (unless you do not have a discard pile) and can trash 4 at most. The other card in Dominion that can trash for VP (the Bishop) has the downside of letting other players trash cards. This one has several downsides too. The most important one is that it is quite a bad early game trasher. While it gives you VP you can either only trash 1 card or get a curse and trash the Excorcist. And then you'll need to buy another Excorcist. It shines in the endgame where you can get 5 VP or even 6 VP at once (6 when the Curse pile is empty). It also shines when you gain Curses through other cards. The other downside is that you can only trash from your discard pile and not from your hand.
Besides the usefulness for VP in the endgame there are quite a few combos that let you set up an Excorcist "engine" that can be a valid alternative strategy for winning the game, especially if the other players rely on Curse givers. An exceedingly exciting combo can be achieved when Blasphemy (the special Curse card in this set) is in the Kingdom. Just think of the fact that you have to put a Blasphemy into your hand when you trash it (and discard it at the end of your turn, so it is in your discard pile again).
edit: Will be changed to "and trash up to 4 cards from it"




Hourglass: A Silver for $4 that lets you put unplayed Action cards back onto your deck. "Ideally, you do not have unplayed Action cards" is what you might want to say. But even when you play (and shuffle) ideally, there are situations where you're not playing an Action card although you could. Like when you would hit a reshuffle with a card drawer. It can also be comboed with Baldachin (another card from this set) to form a pseudo Scheme. It has the downside of forcing you to put back an Action card when you have one though, so it is not always the better choice to pick this instead of a Silver for 4$.
Another good use for this card is to force combos. Just never play your Goons and set them back to the top of your deck so you'll draw them with your King's Court. There are also three cards in this set that profit hugely from being comboed with specific other cards. Like when you put back played Action cards with Scheme, this has the downside that you'll discard it and not have it in your next turn (unless you can put it back with another card, like Herbalist). However it has the upside that it is basically still a Silver.
This card started with a cost of 5$, but I soon noticed that it is not that strong. It is still very useful though, especially if you want to increase your chance of hitting a specific Action combo in the Kingdom.



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Librarian: Here we are. The first of four cards in this set that force an additional Kingdom pile and also the most complicated card in the set. -1 Action means literally that: minus 1 Action. It does not mean that you can not play this card when you only have one Action, but it does mean that you'll have no Actions left if you play this while having two Actions (and one Action left when you play this while having three Actions, etc.). This card was at 5$ first, but felt weak, because the combo with Library was harder to achieve. It then went to 4$ but felt too strong in engine decks. So I just gave it -1 Action so it is nerfed down in engine decks while staying the same in other circumstances.
Without a Library this is just a better Cellar (that distracts an Action from you) but if you trash a Library it gains you a Gold and has a Library like effect (without being able to set aside Action cards) that occurs twice if you trash cards inbetween. The Cellar like effect helps you with getting a Library to trash into your hand. It also lets you put good cards under your deck (so you can draw them with the Library effect) or bad cards under your deck (so you can trash them after drawing them) and anything inbetween. You can put two Gold and two Copper under your deck, draw the Copper with the Library effect, trash them, and then draw your Gold with the second Library effect.
Please note that everything after "You may trash a Library" only occurs if you trash a Library. Also note that this card is handled like a Prosperity card, so it increases the chance that you play with Colonies and Platinum.
edit: Will be reworked. Current version is:"Librarian - Action - $4
Reveal any number of cards from your hand and put them below your deck. Draw until you have 4 cards in hand.
You may discard a Library from your hand. If you do: Reveal cards from your deck until you revealed 4 cards that are not Victory cards. Put them into your hand and discard the other cards."




Sawmill: The second card that forces an additional Kingdom Pile. It is very simple. It is just a cantrip that either lets you play a Woodcutter for free or lets you gain a Woodcutter for free. I just felt Woodcutters could receive some sort of buff and this makes them nearly cantrips or silvers with +Buy.
Comboes well with Gardens, Hanging Gardens, ending games early and everything that profits from lots of +Buys.
This card is handled like a Prosperity card too, so it increases the chance that you play with Colonies and Platinum.



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Turncoat: The third card that forces an additional Kingdom pile. Somewhat special because it can be an Attack card that you can not protect against, but the attack itself is somewhat weak. Has been playtested very little, but feels relatively fine although it has very little benefit without a Council Room. If a player draws a face up Turncoat outside of the turn where it has been placed nothing happens. It will simply be his own card then.
As said, needs further playtesting, might need some changes (maybe it will become a cantrip). But I really like the concept. :)
Like the other cards that add additional Kingdom piles, this too is handled like a Prosperity card.
edit: The cards image is missing the line "Your left neighbour draws a card." at the end of the top part.Will either be scrapped or completely reworked.




Copper Smelt: When I first presented this card the reaction was pretty much more or less like "WTF!?".
On the first glance this card looks like overpriced junk that benefits you once or twice in a game. But besides obvious (and rare) combinations like with Copper Smith, Gardens and Hanging Gardens (another card from this set) this card has a lot of uses. It can slim your deck and trash your coppers without hurting your buying power at that turn. It can be used to gain Copper when you need that extra 3$ in buying power for the price of spamming your deck with Coppers. In that case it brings you 4$, which (for the moment) is better than a Gold in your hand. But it also can be chained with itself. Two Copper Smelts in your hand are actually a Platinum for the price of 2x5$. You play the first one, take three Coppers and use the second one to trash the three Coppers you just gained. With three Copper Smelts in your hand you can take six coppers and then trash them, for a whopping 9$ of buying power without them spamming your deck.
It can be quite a strong Treasure card. But it can also backfire. Copper can run out and as soon as you take three Copper because you need the buying power (or you have to take three Copper because you have no Copper to trash in your hand) you slim the chances of drawing your Copper Smelts together.
I playtested this quite a bit and have yet to encounter a game where this card is not worth 5$ or it is worth far more than 5$. Feels really balanced on the one hand, but I still fear there are some far too strong interactions with other cards that I have not encountered or thought of yet.
edit: Might be nerfed down a bit. Not sure yet how.




Galvanize: This started as a non-duration card that forced Spies as an additional Kingom pile and made spies produce 1$ more per turn. It felt boring and dull and I figured that it would lead to annoying real-life games where several players start to play a Spy engine and think for half of the game if they should discard this or that card or put it back. So I just let it die. A few days ago I realized that this set had no duration card so I reanimated the concept of that Spy card. The first version of the duration card was basically the same, but it missed the part in brackets that forces you to name the same card if you play it more than once per turn. In solo games I lost track of which specific cards where named by specific players with which Galvanize. My first thought was forcing a player to put a card from his hand onto the Galvanize but that would be too much of a nerf. So I just limited each player to only name one card. You can easily keep track of this by just turning the head of the Kingdom pile of the named card to the player who named it.
Note that this is not an Attack card. You can not block it with Moat or play your Secret Chamber if someone plays this. This is mainly for the sake of simplicity, but with the limit of only naming one card per round per player, the attack part often is not really that big of a deal.
I personally love this card as it opens a lot of engine strategies, especially in Kingdoms without strong villages and drawers, while also being able to worsen a lot of engine strategies for the other players.
Has not been playtested a lot yet.
edit: Will be reworked. Current version:
Galvanize - Duration - $5
+1 Action
Gain an Action card from the supply and put it onto this card. While this is in play, the Action on this card produces 1$ more when played.
----------
At the beginning of your next turn: +$2, discard this card and put the gained Action card back into the supply.



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Hanging Gardens: If you look closely at the picture and the name of the card you'll get what this is about. Yeah, that's right, it is literally Gardens with a twist. :)
This was one of my first card ideas I ever had, without the active however. I always thought it was strange that many Dominion expansions came with a Garden variant, but none of them reacted to Treasure cards. When making this set and thinking about a VP card I could include this became the prominent choice. Not because it has fun and good interactions and synergies with some other cards in this set. It chose it because it is like Gardens: It can either prolong a game by a great amount or shorten a game quite a bit.
edit: Will receive another and more simple active function


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Accurst: Accurst is the fourth card that forces an additional Kingdom pile. It is the only one of those cards that has its own pile (Blasphemy). It is also the only real Attack card in the set.
It is a card that looks like it is overpowered, and it indeed is a card with a huge amount of potential, but it also can backfire quite a lot. I recently gave it +3$ instead of +2$ because it felt too weak.
Sure, you can use it as a terminal Gold with a Which like effect without never trashing anything until the curses are empty. But if the others players just choose to never use the Blasphemies you'll have nothing but a terminal Gold after a few turns. So you basically have to empty the Curse pile by trashing Copper or Curse cards if you want this card to become strong. Then there is another problem: As soon as the Curse pile is empty you can not trash anymore with Accurst, so you either need another trasher or you have to live with the fact that Accurst makes only slightly up for it by feeding you some Gold.
There is a reason the card is called Accurst: it is accursed.
Like the other three cards that add additional Kingdom piles, this too is handled like a Prosperity card.
edit: Play another Action card from your hand will become +1 Action. Other changes might occur.

Blasphemy: This is a Curse card and an Action card. Every card that refers to "Curses" means Curses, every card that refers to "Curse cards" means either Curses or Blasphemies (everything with "Curse" in the bottom line) and every card that refers to "Blasphemies" means this card. As this is combined card, if a card points you to do something with an Action card (a.E. Shanty Town: "If you have no Action cards in hand, +2 Cards" or Library: "You may set aside any Action cards drawn this way") it reacts to this card. You can not draw cards with Shanty Town when you have a Blasphemy in your hand. You may set aside Blasphemies with the Library.
On the one hand it is worse than a standard Curse, because you can not immediately trash it when you draw it. You have to play it to get rid of it (costing you an Action in the process, like any other Action card) and then you can choose between gaining four Coppers, gaining a Curse or gaining two Curses and trashing up to two cards from your hand. And then it even does not get trashed at all, it goes back to it's Kingdom pile so you may get it back by another Accurst in the next turn.
On the other hand it is better than a standard Curse, because you do not need a trasher to get rid of it and there are far less Blasphemies in the game than Curses. You can simply take the Coppers (you may even profit from it, depending on the Kingdom and your strategy) and come clean. Or you gain a Curse when you draw it with your Watchtower and trash the Curse. A Watchtower can basically protect you from the Blasphemy: Your enemy plays Accurst, you gain the Blasphemy, show your Watchtower to trash it, gain a Curse, show your Watchtower to trash the Curse, gain the Blasphemy in your hand (because you trashed it); then you can simply play the Blasphemy in your next turn, trash whatever you get and even trash up to two cards from your hand if you want to by taking two Curses and trashing them. Once the Curse pile is empty Blasphemy basically become a renewable Curse with a self trashing action.
Because of the "gain a Curse and put this card back into your hand when you trash it" rule Blasphemy has a lot of fun and tricky interactions with a lot of cards, especially when the Curse pile is empty. I already stated the Excorcist combo. I recently stumbled upon Accurst and Farmland in the same Kingdom while solo testing and one the players had a strong engine with +Buys running. He could end and win the game by buying several Farmlands in one turn while having a Blasphemy as his only card in hand left, trashing it repeatedly for Estates.
The Blasphemy pile acts like any other pile in the Kingdom, so it does count to the 3 (or 4) empty piles rule. You can buy a Blasphemy for 0$ if you want to. For two players the pile contains 4 Blasphemy cards, for three players it contains 7 Blasphemy cards and for four players it contains 10 Blasphemy cards.
The amount might be changed to 5 Blasphemy cards for two players in the future, but other than that I think the card is really fine. Far better than I expected. Might even get -2 VP on it because it plays out so fine in some situations and I fell like Accurst needs another slight buff. ;)



Closing comments and disclaimer:
So that's 16 cards. What do you think of them? Can you spot any poor interactions (especially with official cards) that might turn out wonky or are harshly overpowered? Have you got any questions regarding how a specific card functions? Do you want a high resolution image of specific cards because you can't read the phrasing (or because you want to print them)? (Please note that the cards with small text open up a high resolution image when you click them, says so beneath the cards where I uploaded it.)
How would you improve the phrasing? Do you think some cards are too complicated? Do you have any suggestions for (public domain) artwork for the cards Hanging Gardens, Carpenter and Vize Chancellor?
Besides that: Thank you for reading this post. I hope you'll have as much fun evaluating my cards and reading this post as I had making the cards. :)

I'm sorry if you happen to find bad grammar or poor choice of words in my post, as I said I am not a native speaker. ;)

The artwork is only temporarily. Every used picture is either by me or public domain with the following exceptions:[/color]
  • All card backgrounds are from Rio Grande Games
  • Hanging Gardens use an edited version of the Gardens Dominion card with edited artwork
  • Vize Chancellor use an edited version of the Chancellor Dominion card with edited artwork
  • Carpenter uses an edited screenshot depicting the character "Buddy Christ" from the movie Dogma

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