"Asper's Cards" were created with the main goal to make original but relatively easy to understand cards by using existing game mechanics. As most mechanics of Dominion are visited, the collection also works as a Treasure Chest, with each official set up to Empires having at least 2 cards dedicated to it. The "set" currently has: A card you can spend more than one action on, a VP card that attacks to become worth more, a card that starts out in the trash, a $2 curser, a card that makes you fall behind in points when you play it, a Potion Event and at least one horrible pun. This list also includes my Spellcasters, although they are far more experimental, and Edicts, a new mechanic that allows more general rules changes than Lendmarks or Events do.Click images to embiggen.
Normal Kingdom Cards:
Spellcasters & Spells (check for rules below):
Seasons (check for rules below, go here
to check out the original thread by Co0kieL0rd and me):
Edicts (check for rules below):
Individual cards:Normal Kingdom Cards
A very, very old idea that predates Dark Ages. Unlike Poor House, you don't mind gaining these so much, as they remove themselves from your deck. It has never been a problem and is surprisingly fun to play in my experience. Few tests with serious Dominion players but a classic with the family.
A Silver that forces you to topdeck cards. Making the topdecking optional would have created a boring old Silver+ for
, so i went with mandatory. Not really inspired by any expansion, it's still kind of a Seaside-Treasure.
Guilds is the only expansion that doesn't have a junker which uses an expansion-specific mechanic. Sheriff is my attempt at one. I suggest to use Embargo Tokens for Sheriff, because they don't get enough love.
A Ruined Village or Village now, a Herald next turn. It might be a bit strong at
, but its unreliability is quite some downside. Also i suggest you build your deck first if you want to turn over more than just Coppers.
The idea here was to have a split pile where players that did not get many of the first half actually have a higher incentive to get it than those that got them. And of course, the images belong into one picture. Not sure the second one isn't too strong, but it can't protect you early in the game. Curiously, both cards get weaker the more players there are, but are working against each other.
This is based on an idea eHalcyon had. It's a milder Swamp Hag that makes cards more expensive by adding debt to their cost.
A Reserve-Island. I dropped the cost to 3$, but it's probably still not that good without Workshop variants.
Based on GeeJo's Gambling Den
, Sawmill is a Workshop that can gain
cards and cycles, but trades reliability for that. It's stronger than it looks, and i am still undecisive whether it should cost $4 or is acceptable at $3. It was called Mill before an official card took that name.
I wanted a card that uses Debt as a drawback. Originally this was a Lab+ (with +3 Cards), but somehow the smaller versions always seem easier to balance. I tried this at $2, but it was just too easy to pick up that way.
A card that exchanges one card from your hand for another card. It only gains differently named cards to make sure Well isn't abused to burn down the Province pile. The top part is just something that wasn't there at that time. +3 Actions on their own are hard to cost, but this version works decently. Was named Fountain before Empires came along.
Farmer is a Smithy variant that draws less, but better cards. Or at least they are better if your deck has a lot of variety. In case the wording confuses you: You don't have to pick up the duplicates, it can be any 2 cards revealed while searching for a duplicate. Less duplicates, more choice, more Cornucopia. One would assume it can go really bananas, but has worked out fine so far. Part of that is that, when your engine is fully set up, Smithy will likely draw the same cards, just more of them. It was called Blacksmith before Royal Blacksmith came up.
I'm giving this another shot because it used to be relatively popular. Will the Baron's and/or Duchess' kid finally break through?
Before Wine Merchant was revealed, i assumed a Reserve would need you to buy a Victory card so it could return from your Tavern Mat.When that didn't come, i made Hunter. As the play effect sifts, i consider the parts as actually interacting with each other.
Originally a kingdom card, Road has become non-supply to make sure there's always a Village to play it with, as kingdoms without one would really have made the card look bad. Also, as it's not in the supply, you can't put your +1 Action token on it, hooray! Champion still works, though.
Assemble had to be nerfed for the endgame by putting its cards on top. Originally it just allowed you to gain two cards that together costed 3$ more than the trashed card, but boy, was that hard to word. Also, nobody ever did it. It's now one of the two base-inspired cards (the other is Craftsmen).
Yeah, well. Not much to say about this. I first wanted this to cost 4$, so I considered a version that gave each other player a Coin Token on buy. Maybe debt would also have been a solution. Or 5$, why not.
This started out gaining you Silvers, which usually couldn't compete. Now it has you gain any $3, which still includes Silver. Was called Paddock originally, then Artisan, until an official card... Well, i probably should get used to it. Also, it wasn't optional for a long time. Why the hell was that?
I wanted a Victory-Attack, so here it is. It's very, very simple, and the bottom part interacts ever-so-slightly with the top. I like it, even though it doesn't look as special on first glimpse. Fun fact: Maze in german is "Irrgarten", which translates to "Insane Garden". Just in case you wondered where the name comes from.
Werothegreat complained there was no card starting with Z, so i made Zombie. Obviously, you need a Necromancer first, who resurrects Zombies, which in turn kill your opponents' cards so they can again be resurrected by Necromancer. The fact that Necromancers can't play Necromancers is mostly to avoid a situations where several players trash each other's Necromancers, and the first to play one gains them all.
Used to be "Olympic Village" (designed to look like a promo), but I decided to make it a bit more Dominion-y. A tiny bit.
An attack that lets you choose whether your opponents can keep their hand or have to draw a new one. The second part is there to keep pins from happening, but maybe it's not necessary, after all. Not like you can play unlimited Tribunals, either.
Yet another really simple one. Making a Werewolf card that you can reveal Silver to has been in my head a long time, but only recently it came together in the most obvious way. I considered a version where you also make opponents gain a Silver.
A cheap Province that poisons your economy, Meadow depletes 3 piles at once! Outrageous! It gets a huge boost with alt-VP, but even without it's a decent gain in the endgame. If you get it before, better have a plan to keep you from choking. Trash for benefit works wonders.
Cost reduction and gaining on one card is good. So good i had to salvage my old idea from Vampire and make Minister a card that curses you. I'm happy to have a use for this idea, after all. Maybe it'll have to be 2 or more VP, though. We'll see.
Being an optional cantrip trasher, Homunculus is slowed down in how you gain it. On a board without other
cards, you practically buy this in two steps - first when you buy the Potion, and secondly when you exchange that Potion for the Homunculus. This went through a lot of versions, and at one point got nerfed by being set aside on buy to be gained after your next shuffle. Later i realized that i could avoid introducing a new mechanic by costing it at
and trashing the Potion when you got it. The name just had to be - after all, it hatches from a bottle.
Alacazam! That Copper in your hand is now a Potion. Incantation "sacrifices" a card in your hand to call in another card. For Curses, it chancellors your deck and triggers all your Tunnels. Looks like those alchemists finally found a way to make Gold, after all.
Trashers and junkers rarely are skippable. Let's make it a bit harder for them once in a while. This started out as an Event, then became an Edict, then went back to being an Event. Being an Edict means that buying order isn't important anymore, but it can be done as an Event, so I decided to stay with my principle of doing stuff with existing mechanics, if possible.
All Villages gone? Time to move to the City.
Allows you to buy a more expensive thing in two steps, hence the name.
The Remodel-Event... Didn't work. I mean, if you have 4$ in your opening, it's a no-brainer to use it on Estate, and 5$ seems a bit too much for that. The solution was to make it an Expand and cost it higher.
This started as an event that costed $2 and gave a buy as well as a coin token. It ruined the game. Not giving the buy helped, but not that much. This would work, as you can't just stack up tokens that easily without actually playing the game. Also, yes, I'm aware this is the fourth of my Events that allows gaining 5$ cards. Ah well.
Just a little thing I thought of when doing Edicts.
cost Event, simply because i thought it would be something interesting to try. This one makes any card you played this turn behave like Alchemist, but of course you need to include that Potion in your deck. Will that be worth it? You tell me.
Spellcasters & Spells
When at least one Spellcaster card is in the kingdom, add 2 random Spells to the game and each player gets 5 Spell tokens. Spells can be bought like Events and take one buy to purchase. When you buy a Spell, you "prepare" it - this means you take one of your five Spell tokens and place it on the Spell card. Each Spellcaster allows you to "cast" a Spell. This means removing one of your Spell tokens from a Spell and then doing what the Spell says. Spells are not cards and can never be gained, and you can have a max of 5 prepared. Generally, they are relatively strong effects to add on your card, but you have to re-stock on them regularly - make sure to not run out of buys.
Trickster is the most basic one and seems balanced as is.
Magician is the combo card here. Play several of them or combine them with the nonterminal Spellcasters for maximum effect.
Summoner offers you an effect that depends on how many cards you discarded. Before, certain Spells were too cheap. This should be fixed now. It also now can immediately cast the Spell it summoned.
Wizard has been removed for now due to balancing issues.
Sorceress is experimental - it's good on its own, but might be broken with Magician.
Harm is probably too expensive.
Glory is probably too cheap.
Mage, Shaman, Stone Circle, Warlock and Conjurer are new. Mage is probably too strong, don't know about the others.
Seasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.
Sojourner returned to an older version, but the Winter effect has changed.
Snow Witch now gives the Curse in hand, to avoid player order mattering as much.
Peltmonger now gives more money all around, and the buy is also on-call.
Student, Ball Room and Sanitarium didn't change.
Restore now uses the wording that is best in Summer. Untested yet.
Timberland now gets progressively worse, though you can tfb it. Considering there are Castles around now, it might be a bit meh.
Plantation now can only move the token backwards and gives a more straightforward bonus.
Mistress is an older idea. Early and late in the game, it keeps your VP cards out of the shuffle. In the middle, it puts good stuff back in. Untested and maybe not that great.
Edicts are rules changes that go further than Events or Landmarks, triggering at any possible time. Just treat them like Landmarks apart from that.
This first one makes Estates pseudo-Moats at the start of your game. You can only defend once with each Estate, but that should greatly increase your chances of keeping an early Militia or Witch at bay.
Ah well, it's an all-time Bureaucrat. Originally, this required another player to demand that you put the gained card on top of your deck, to avoid a situation where forgetting about this Edict would break the rules. The trigger is easy enought to remember, though, so going with simple mandatoryness seemed okay. I once considered this effect for a Duration attack, but as such an attack would be useless for the majority of most games, I don't regret going with an Edict.
Oh no, another one that punishes you for getting VP! How many of these are there? Just the two, actually. Punishing you for something is something you can't really do with Events (and you can only give -VP with Landmarks), while these specific triggers aren't really worth 10 cards to put them on a Duration-Attack. But one card for an Edict, you can do that.
Diplomacy gives you a bit of sifting during the entire game. Why is it called Diplomacy? Ah well, some just get the name because of fun interactions they have.
5/2 opening on a Mounteband/Chapel board? Don't mind if I do.
A simple take on Alt-Curses. Certainly not the best idea, but well, some people like that kind of thing.
A bit like ThetaSigma12's Landforms, this gives you a benefit if you take a little downside. However, you can use this the entire game. In this case, you won't have to worry about colliding terminals anymore. Just sucks if the Peddler in your hand drew a Village either way.
Do you have one of those relatives that ask you to play giga Dominion with more than 10 kingdom cards in the game? Make them happy with this Edict. Inspired by Nflicker, who suggested 2 additional cards. I went with 3, because if you are overdoing it already, overdo by a lot.
Nflicker also suggested to do an Edict that adds Platinum to the game, possibly without Colony. Well, why not? We already can have super-Colony without Platin thanks to Dominate, you see.
Oh well, these Dukes suddenly got a lot more time. And a few points more to challenge them. More turns = More time to build an engine = more junk to choke on = profit? Also, yes, in a hypothetical real edition this would come with 3 additional Provinces. Which still is just 4 cards, so I'm alright with that.
Maybe this should be mandatory? It might throw a bit too much of a wrench into engines, though. It still harms them quite a bit.
Finally you can open double-Throne-Room! Hurrah! Well, actually this goes quite a bit beyond opening. Maybe you want double-Baron, instead? Just, where did those Estates go?
Noo!! Not my money!! Aaaaaargh!!!