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Variants and Fan Cards / Fan Expansion - Magic
« on: June 22, 2012, 03:47:28 am »
Hey all, I'm new here. I like to make my own Dominion Cards.   :)

This is a small expansion that has a card that modifies others - the title card, actually - Magic. I was reading some other fan expansion threads, and apparently, some people print theirs out. I have no clue how I would even do that. My Dominion playing group just substitutes extant cards and remembers what they "actually are" for this game. A few disclaimers here first- This used to be part of another, regular-sized expansion, but it had too many cards. Unfortunately, only about half of these have been play-tested. I don't own Prosperity, so none of them have been tested in Colony games (or with any other cards from Prosperity, Hinterlands, or Cornucopia- don't own those either). Sorry in advance if I've reused any card names or if any of these card ideas have been made previously. Any comment, criticism, help, anything is very welcome. Anyway-

$4 Magic - There will be a supply of 13 for this card.
If this is in your hand, all other action cards grant an additional +1 Card for their first effect.
Trash this card at any time for +1 Action
Set this card aside with up to 2 Curses from your hand, pull all Magic/Curses set aside this way into your hand any time after this turn.

-->Magic counts as an action card. Setting the Magic (with up to 2 Curses) aside takes an action.
-->Magic cards also stack up, if you have 2 in your hand, all other action cards grant an additional +2 Cards for their first effect.

$2 Salt - Duration
Now and at the start of your next turn, +1$
If you have any Magic Cards in your hand, Salt in play is worth +2$

$2 Skeleton
You may discard a card.
If you have 2 or fewer cards in your hand, +1 Card, +1 Action.
If you have any Magic Cards in your hand, +1$

$3 Exile Camp
+2 Actions
If you have any Magic Cards in your hand, +2$

$3 Redeemer
+1 Card
+1 Action
Worth 1 VP for every 3 Curses and *Damages in your deck, rounded up.

$3 Ritual - Duration
+1 Action
This card stays in play for next turn.
Trash this card at any time while in play for +1$
If you have any Magic Cards in your hand, trashing this card yields +2$ instead

$3 Hog's Head - Attack
Opponents reveal a hand with a victory card or they discard a card.

-->Not play-tested.

$4 Diviner
+1 Action
Look at the top 3 cards of your deck. Draw 1, put the other 2 back in any order.
If you have any Magic Cards in your hand, look at the top 4 cards of your deck instead. Draw 1, put the other 3 back in any order.

-->This version not play-tested.

$4 Wizard
+1 Action
The player to your left reveals cards from the top of his deck until an action card is revealed, you play that card.

$4 Spell Book
+1 Card -1 Action (yes you read that right, this card is super-terminal!)
If you have any attack cards in your hand, play them twice.

$5 Tavern
+1 Action
Look at the top 2 cards of your deck. Put revealed treasures and actions into your hand; trash the victory cards.
If you have a Magic Card in your hand, discard revealed actions, but you do not have to trash revealed victory cards.


$5 Swamp
+2 Cards
Discard 2 Cards
If you have any Magic Cards in your hand, +1 Card. Place a card from your hand on top of your deck.
Worth 1 VP

$5 Hex - Attack
All other players incur -1 Action or they gain a curse, their choice.
If you have a Magic Card in your hand, they incur -1 Action and -1 Buy instead (or gain a curse, their choice).

-->Not play-tested. This card could turn out to be terrible for a few reasons, don't know yet.


$5 Occult - Attack
+1 Card -1 Action
Other players gain a Damage*
If your opponents gain more than 1 Damage in a turn, you gain a Damage.
If you have any Magic Cards in your hand, Occult does not activate Reaction Cards.

0$*Damage
A treasure card worth -1 (negative one)

$5 Sacrifice - Attack - There will be a supply of 13 for this card.
Trash this card along with any number of other cards in your hand. If you trash:
1 other card: +1 Card, +1 Action
2: +1 Card, +1 Action, +2$
3: +2 Cards, +1 Action, +2$
4: +4$, all other players gain a curse.
5 or more: +2 Cards, +5$

-->Best use is obviously to sacrifice 4 curses or damages of your own, thereby giving out a curse as well. In this way, this card can grant you up to +5 VP for $5 while clearing your deck up big time. One game I sacrificed 2 Estates and a Duchy and ended up getting a Province out of the 4 card, +2$ hand I got in return.
-->Not tested with Tactician, it would be incredible. Maybe so good that it would have to be changed.

$6 The Viy - Attack
Other players reveal their hands, you may choose one for each opponent:
Trash a Gold, gain a Curse
Trash a Duchy, gain an Estate
Trash a Silver, gain a Copper
Trash a Copper, gain an Estate

-->This card could turn out to be an absolute bastard, further play-testing required.

Making these cards is fun for me. I try to keep them simple, but sometimes complexity creeps in. It's hard to avoid.

Here's an example turn for a bit of explanation.
My draw is: 2 Magic, a Swamp and 2 Copper.
I play my Swamp. Swamp's basic effect is +2 Cards, Discard 2 Cards, however, as I have 2 Magic in my hand I get an additional +2 Cards first. So, you get +4 Cards, then you choose from the 9 cards in your hand which 2 you want to discard. Then, because of Swamp's special combo ability with a Magic in your hand, you get another +1 Card and you must set a card from your hand (of 8 now) on top of your deck. Now, you have no more actions, but you're set up with a 7 card hand (partially filtered), and because of the card you set on your deck, you're potentially set up for a better next turn as well. If one of those other 5 is an action card you'd really like to play, you can trash one of those Magic (if you didn't discard those 2 for the Swamp requirement) for +1 Action and play it. That action card play will give you an additional +1 card if you still have the other Magic in your hand.

So, a double-Magic-Swamp cycles/filters through at least the next 5 cards on your deck, pretty good.  ;)

* Damage cards are a new concept (lol not really, they're just curse versions of treasures). These cards can only be gained through cards that give them to you directly or indirectly. They cannot be bought. Their 'cost' is zero. There are the same number of Damages as their are Curses. Damage cards can seriously mess with your game. Suddenly, +draw cards can have the exact opposite effect you want them too! Occult/Magic is a cutting combo.

Because of Spell Book, I am considering this version of Occult:

$5 Occult - Attack
+1 Card -1 Action
Choose one:
Other players gain a Damage
Trash a Damage
If you have any Magic Cards in your hand, Occult does not activate Reaction Cards.

Finally, and probably most importantly, I have not play-tested Damage giving cards in games where there was no trashing mechanism. So, the possibility exists that these Damages could eliminate an economy completely, don't know yet.

2
Introductions / Hello All!
« on: June 22, 2012, 01:49:11 am »
Hey, my name is Joe, you can call me Xim. I'm from Kansas, just graduated from college. I've been playing Dominion with my friends for about a year now, usually with 3-5 people. It's my fav. board game for sure. I found out about this site a few days ago, and I decided to sign up because I like to make fan cards!

ps: I also play a shooter called C&C Renegade, anyone heard of it?

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