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Topics - jamespotter

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1
Variants and Fan Cards / Card Idea: Castle Gate
« on: August 10, 2014, 11:48:23 pm »
This card is one of many ideas that I have been tossing around lately...any thoughts are, of course, welcome.

Castle Gate
Cost: 2
Type: Action
Put a card from your hand onto your Castle Mat, then play any number of cards from your Castle Mat.

This card affords you quite a bit of flexibility, boosting your future turns at the expense of your current one. I imagine one would use it similarly to Native Village, as you gain control, but the card is harsher on you this turn.

2
Variants and Fan Cards / Card Idea: Necromancer
« on: June 04, 2014, 07:42:48 pm »
Here's an idea I've been toying with:

Necromancer
Action [$2]
Trash 3 cards from your hand. Gain up to 3 cards, each costing no more than $6 from the Trash pile into your hand.

I know the name is overused, but I think it fits really well here. My worry is that the card will be too similar to Chapel most of the time, but I think the mandatory trash of three cards provides some more interesting late game decisions. Thoughts?

3
Variants and Fan Cards / Addict- Play treasure during your Action phase
« on: January 27, 2014, 11:02:34 pm »
I had an idea for a card that would let you use treasures for cards, and also get the cool effect of playing them during your action phase:

Addict
Cost:3
[Action]
Play a treasure card from your hand. +2 cards per $1 it produces.

4
Variants and Fan Cards / Engraver - Silver Trasher
« on: January 22, 2014, 10:11:37 pm »
I wanted a card that actually worked when you trashed a silver for a bonus.

Engraver
Action
$4
Gain a Silver. You may trash a Silver from your hand. If you do, +2 cards, +2 actions, +$2.

Don't know if the price is right, or if the concept is even worth pursuing.

EDIT: Added "from your hand" to trashing clause.

5
Variants and Fan Cards / Spell Cards
« on: June 30, 2013, 02:13:10 pm »
One of numerous "variable not in the supply" stack ideas. I tried to make all of the Spells worth around $5.

5 stacks of spell cards, one per player of each type. (All contain the text "not in the supply")

Growth Spell 0*
Action-Spell
+1 action
Gain a card costing up to $6
Return this card to the bottom of the Spell pile.

Reduction Spell 0*
Action-Spell
+1 action
All cards cost $2 less this turn, but not less than $0
Return this card to the bottom of the Spell pile.

Transformation Spell 0*
Action-Spell
+1 card
+2 actions
Trash a card from your hand. Gain a card of the same cost, putting it into your hand.
Return this card to the bottom of the Spell pile.

Levitation Spell 0*
Action-Duration-Spell
+3 cards
Set aside any number of cards from your hand.
At the start of your next turn, +1 action, put all cards set aside this way into your hand, and return this card to the bottom of the Spell pile.

Invisibility Spell 0*
Action-Spell
+1 card
+1 action
Trash up to 3 cards from your hand. +1 card per card you trashed.
Return this card to the bottom of the Spell pile.


Wizard 4
Action
+$2
Gain a Spell card from a Spell pile.

Mage's Study 2
Action-Reaction
Do this twice: Choose one: +1 card, discard a card; or +$1
___________________________________________________
When you discard this card except during your cleanup phase, you may reveal it and gain a Spell card from a Spell Pile.

EDIT: Changed to "from a Spell pile" and changed Spell rules


6
Variants and Fan Cards / Dominion:Enlightenment
« on: January 16, 2013, 12:12:01 pm »
This is a fan expansion I've had in the works for a while. It emphasizes engine building and loves action cards. This is totally open for critique, so feel free to tear it apart. My goal is to end up with thematic cards that are also interesting to play with. Enjoy!
Note: A couple of these cards have been taken from one of my earlier threads about "choosing" cards.

Headmistress
Cost:5
Action
Choose 3 (Choices must be different): +1 card, +1 action, +1 buy, +$1, trash a card, gain a silver.
If you have 2 or more copies of Headmistress in play, discard a card.

Academy
 Cost:3
Action-Reaction
+$2

When you play an action card, you may discard Academy from your hand. If you do, +2 cards.

Barricade
 Cost:2
Action- Duration
+1 buy
+$1
At the start of you next turn: +1 card.

While this is in play, when an opponent plays an attack card, you may gain a card costing $2 or less. If you do, you are not affected by the attack.

Revolutionary
 Cost:5
Action- Attack
Choose one: Each other player discards down to 3 cards in hand; or each other player gains a curse.
Each other player may trash a treasure card from their hand.
If this is the first time you've played a Revolutionary this turn, +$2.

Tavern
 Cost:4
Action
 Choose one: +2 cards, put a patron token onto your tavern mat; or gain an action card costing up to $3 per patron token on your tavern mat, then remove all tokens from your tavern mat.

Books (support card)
Cost:0
Action
+1 action
Reveal the top 3 cards of your deck. Trash one, then put the rest into your hand.
(this is not in the supply)

Librarian
 Cost:4
Action
 Choose one: Gain a Books from the Books pile; or Reveal cards from you deck until you reveal a Books. Put it into your hand and discard the other revealed cards.
You may play a Books.

You must have an action card in play to buy this card.
When you gain this, trash an action you have in play.

Scholar
 Cost:3
Action- Reaction
Look at the top 4 cards of your deck. Put one into your hand, then put the rest back in any order.

When you gain an action card, you may discard this from your hand. If you do, gain a Books from the Books pile.

Private Funds
 Cost:5
Treasure
 When you play this it is worth $1 for every action card you have in play. If this is worth $5 or more, trash this card.

Cafe
 Cost:4
Action- Victory
 You may play an action card from your hand.
+1 card

Every Cafe in your deck after the first is worth 3 VP.

Poet
 Cost:5
Action
+2 cards
+1 action
+$1
Put this card in your Poet mat.

You may buy cards on your Poet mat for $1 during your buy phase.

Philosopher
Cost:6
Action
 Choose one: Trash up to 4 cards from your hand. Gain a card costing up to $2 more than the number of cards you trashed; or Trash Philosopher. If you do, gain a card costing up to $6.

Rebel Village
 Cost:4
Action- Attack- Looter
+2 actions
Each other player with 5 or cards in hand trashes a copper from their hand or reveal a a hand  without copper and gains a ruins.

When you gain this, gain 2 copper.

Town Commons
Cost:3
Action
+2 actions
+1 buy

When you buy or trash this card, gain an action card costing up to $4 that is not a Town Commons.

Let me know what you think.

EDIT: Changed cost of Librarian to $4, changed Town Commons to "When you buy or trash...", changed the VP system for Cafe, changed Headmistress' text to to "Trash a card from your hand and changed Scholar's reaction to "When you gain an action" to prevent the promotion of BM.

7
Variants and Fan Cards / A couple of cards...
« on: December 15, 2012, 09:18:18 am »
Some random cards I thought up while procrastinating...

Innkeeper
[Action]
Cost: $5
+1 Action
You may discard an action card from your hand. If you do, +2 cards and gain a silver into your hand. Otherwise, trash a card from you hand.

Lucky Coin
[Treasure]
Cost: $2
Worth $1

When you gain this, choose a card you have in play. Either trash it or put it on top of your deck.

When you trash this, gain a silver into your hand.

Artist
[Action]
Cost:$6*
+3 Cards
+$2
Trash a card from your hand. Discard a card. Put a card from your hand back on top of your deck. Put an art token on your artist mat.

This card costs one less for each art token on your artist mat. When you gain this, remove 6 art tokens from your artist mat.


Let me know what you think!  :D

8
Variants and Fan Cards / A couple of "choosing" ideas...
« on: November 28, 2012, 10:06:08 pm »
I wanted a card that said "choose 3" so here's my idea:

Administrator
Action
$5
Choose 3 (all choices must be different): +1 card, +1 action, +1 buy, +$1, trash a card, gain a silver.
Discard a card.

And here's an attack that allows you to choose the attack:

Desperado
Action-Attack
$5
Choose one: Each other player discards down to 3 cards in hand, OR each other player gains a curse.
Each other player may trash a treasure card from their hand.
If this is the first time you've played a Desperado this turn, +$2.

Let me know what you think!

9
Variants and Fan Cards / Charms
« on: November 24, 2012, 02:48:01 pm »
This is a new card idea I was toying with...

Rules note: When you elect to play with Charms you put in all 3 piles of six cards each. This counts as one kingdom card pile. If all 3 of the Charm piles are gone during the game, it counts as one pile gone.

Illumination Charm
Action-Charm
$3
Trash up to 3 cards from your hand. Gain a Charm.

Growth Charm
Action-Charm
$3
+2 cards
Gain a Charm.

Life Charm
Action-Charm
$3
+2 actions
Gain a Charm.


Charms are a bit zany, but I feel that there are some playable strategies with them. They are perhaps even OP? Any ideas are welcome.

10
Puzzles and Challenges / 7 Card Hand Conundrum
« on: November 17, 2012, 06:28:40 pm »
You have just played a village, then a smithy, and now have one action, 7 cards in hand, and no cards in your deck. None of the cards in your hand costs more than $6.

You may have any set of 10 kingdom cards you like. What is the most money (virtual+treasure) you can make this turn?

My best is $41.

11
Dominion Articles / Request: Countering Ill-Gotten Gains?
« on: October 17, 2012, 05:02:44 pm »
I have played many games with Ill-Gotten Gains, and every time, I feel it comes down to who gets the lucky 6-4 split on it. I understand that it depends on the set-up, but are there any strategies that tend to have a good chance of defeating it?

12
Variants and Fan Cards / Dominion: Legions
« on: October 13, 2012, 06:26:12 pm »
These cards have been in the works for a while.

New Rules:
Wound Tokens
During your clean-up phase, if you have one wound token on your Wound mat, remove one and only draw to 4 cards. If you have 2 or more wound tokens on your Wound mat, remove 2 and only draw to 3 cards.

There are 30 of this support card:
Soldier
Cost:1*
[Action-Attack]
+1 card
+1 action
+$1
Trash this card. Each other player puts a wound token on their wound mat.
--
(This card is not in the supply)
When you trash this card, return it to the Soldier pile.


Kingdom Cards:

Draft
Cost:3
[Action]
Gain 2 soldiers from the soldier pile.


Recruiting office
Cost:4
[Action]
+$2
Gain a soldier from the soldier pile.


Chaplain
Cost:4
[Action]
Trash any number of cards from your hand. +1 card per card trashed in this way. If you trashed any cards costing $0, trash this card.


Battle Plan
Cost:5
[Action]
Look at the top 4 cards of your deck. Discard any number of them, then put the rest back in any order. +$1 per treasure discarded in this way. +! action per action discarded in this way.


General
Cost:5
[Action]
+3 cards
+1 buy
Reveal your hand. If you have no victory cards in it, +$2.


Barracks
Cost:4
[Action-Reaction]
+$1
+1 buy
--
While this is in play, you may buy Soldiers as though they are in the supply.
--
When any player (including you) returns a Soldier to the Soldier pile, you may reveal this card to gain the returned Soldier.


Fortifications
Cost:2
[Action-Reaction]
+1 card
+$2
Discard a card.
--
When another player plays an attack card, you may reveal and set this card aside. At the start of your next turn, +$1 and return this card to your hand.


Reinforcements
Cost:5
[Action]
Trash a card.
+2 cards
--
When you buy this card, gain 3 soldiers from the Soldier pile.
--
When you trash this card, gain 2 soldiers from the Soldier pile.


Stronghold
Cost:4
[Victory]
2VP
At the end of the game, you may trash 5 treasure from your deck. If you do, this card is worth 3VP instead of 2VP.


Strategist
Cost:2
[Action]
+1 action
Name a card. Reveal the top 3 cards of your deck. If at least one of them is the card you named, put one copy of it into your hand. Discard the remaining revealed cards.


Strongbox
Cost:2
[Treasure]
$?
When you play this card, you may put a card from your hand on top of your deck. If you do, Strongbox is worth $2. Otherwise, Strongbox is worth $1.


Weaponsmith
Cost:4
[Action-Reaction]
+$1
Gain a card costing up to $4.
--
When another player gains an attack card, you may reveal and set aside this card from your hand. If you do, reveal and discard an attack card from your hand. If you do, gain a card costing up to $4, putting it into your hand. At the end of the current player's turn, return Weaponsmith to your hand.


Supply Wagon
Cost:3
[Action]
+1 card
+1 action
Choose one: Gain 2 copper into your hand. OR Gain a silver. OR Gain an action card, then gain a number of copper equal to half its cost. (rounded up)


Drunkard
Cost:3
[Action-Attack]
Reveal, then discard, the top card of your deck.
If it is a...
...Action, draw up to 6 cards in hand
...Treasure, +$2
...Victory, each other player discards the top card of their deck, then gains a curse, putting it on top of their deck.


Conquered Village
Cost:5
[Action-Attack]
+2 actions
Choose one: Discard a treasure card from your hand. If you do, each other player puts a wound token on their wound mat. OR +$2.


Medic
Cost:4
[Action]
Choose one: Remove up to 2 wound tokens from your Wound mat and gain 2 soldiers from the Soldier pile OR put a 2 wound tokens on your Wound mat and +2 cards, +1 action, +$1.

Gilt Shield
Cost:6*
[Treasure-Duration]
$2
If another player plays an attack card while this is in play, you may put it in your hand and ignore all effects of that attack. At the start of your next turn, discard this from play and +1 card.


Berserker
Cost:6*
[Action]
You may trash an attack card from your hand. If you do not, trash this card.
+5 cards
--
If there is at least one copy of this card in the trash, this card costs $5.


Signal Horn
Cost:4
[Action]
Reveal the top card of your deck. If it is an action, play it immediately. Otherwise, +3 cards.


Invader
Cost:4
[Action]
Discard your hand. Put this card on your Empire mat.
--
At the end of the game, you receive 4VP for each card on your Empire mat.


Treaty
Cost:3
[Treasure-Victory]
0VP
$?
When you play this, reveal the top three cards of your deck. If any of them are victory cards, discard all 3 cards and Treaty is worth $3. Otherwise, this is worth $1 and put the cards back in any order.


Wine Cellar
Cost:4
[Action]
+1 action
Do this up to 4 times:
+1 card, discard a card.


Dungeon
Cost:5
[Action]
+2 actions
Gain an action card costing up to $4 onto your dungeon mat. You may trash this card. If you do, put 3 cards on your dungeon mat into your hand.


Sergeant
Cost:3
[Action]
+1 action
Gain a soldier from the Soldier pile. Look at the top 5 cards of your deck. Put any soldier cards into your hand. Put the remaining revealed cards back in any order.


Guard
Cost:4
[Action-Attack]
+2 cards
+1VP
Each other player discards down to 3 cards in hand.
End your Action phase and go immediately to your Buy phase.
--
When you discard this from play, if you did not buy any cards this turn, put 2 wound tokens on your Wound mat.


Thanks for reading! I'd appreciate any feedback :)

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