Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - LibraryAdventurer

Filter to certain boards:

Pages: [1] 2 3 4
Variants and Fan Cards / modded Wild Hunt
« on: October 15, 2019, 02:18:39 am »
Two of the cards I hate are Wild Hunt and Farmer's Market. mandioca15 recently posted a card that I think works well as a replacement for Farmer's Market, so I thought I'd come up with a replacement for Wild Hunt. I kind of turned it into a crossover Empires/Nocturne card...

(modded) Wild Hunt
- Action - Night
If it's your action phase: +3 Cards.
If it's your night phase: Receive the next boon.
Either way, you may put a card from your hand onto your deck to take a token from here.
Setup: This pile starts with 6 per player.

PS: Anyone know if there was a particular reason why there were no Night cards that gave boons in Nocturne?

It's the resurgence of Resurgence!
I'm making a new thread for my fan expansion, mainly because no one's posted in the old thread for a long time.

Flavor themes: An ancient city is still inhabited by the race of people who built it. They have maintained or rebuilt some of the ancient buildings. Others lie in ruins, but power still lives even in the ruins. They live in a mostly-isolated area, and after a struggle to survive the centuries, are only now expanding their kingdom. (The theme is inspired by a novel I wrote but isn't published yet. The ancient city in my story is loosely inspired by the Mayan cities. A few of the photos used were taken by my dad when my parents went to see the Mayan cities. And I generally use my dad's photos for the cart art whenever I can.)

Mechanic themes: There are Looter cards, and also Preserve cards. Preserve cards put both normal ruins and special ruins in the supply, and none of the Preserve cards are attack cards. There's a subtheme of Action-Victory cards (5 of them).
   Rules for Special Ruins and Preserve cards: Include both Ruins and Special Ruins in the supply whenever a Preserve card is in the Kingdom (6 Ruins and 6 Special Ruins for a 2 player game, 12 of each for 3 player, 16 of each for 4 player). Whenever you would gain a normal ruins card, you may discard a card to gain a special ruins instead. When the ruins pile is empty, you always gain a special ruins instead and vice versa.
     While you gain them under different circumstances, the Ruins and Special ruins in the supply otherwise count as a single supply pile. Both ruins piles must be empty for it to count as an empty supply pile. Special Ruins count as ruins for the purpose of other cards that refer to ruins (like Vagrant) except when cards cause players to gain ruins. (There are a total of four of each type of special ruins.) The special ruins are at the end of the list of Resurgence cards in this post.

In my fan-card philosophy, I see no reason not to use whatever other mechanics already exist. So durations, victory tokens, coin tokens, and the journey token all make an appearance. Most of the initial work on these cards was done in 2015-2016, so there aren't any post-Adventures mechanics. (Well, except the two landmarks.) There are a few new cards, but mostly what's been done since 2016 is testing and tweaking. Most of these cards have been well tested with my gaming group.
Another note: When I play with fan cards, I print out text-only versions of the cards, so I only make the mock-ups to post here. It's possible there are mistakes in them that I missed.

I'll post three or four cards at a time and keep them all here in the OP.

The first three are the Building Materials. They're special because whenever Building Blocks or Foundation is randomly chosen for the kingdom, Mortar Repair is also added to the supply. Mortar Repair has no randomizer of its own.

Building Blocks
$2 - Treasure - Reaction - Material
Worth $1.
When you play this, reveal the top card of your deck and discard it or put it back.
When you reveal this from your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card.
a reaction-peddler variant
$3 - Action - Reaction - Material
+1 Action.
Reveal the top card of your deck. Discard it or put it back. +1 Card.
When this card is discarded besides during a clean-up phase, +1 card on your turn.
a reaction-lab variant
Mortar Repair
$3 - Action - Reaction - Material
Reveal the top 2 cards of your deck. You may discard one. You may trash one. Put any remaining back on your deck. If you trashed one, gain a card costing up to $3. Otherwise, +1 Action, +$1.
When this card is trashed, +$1 on your turn.
Mortar Repair provides a way to gain the other materials as well as a way to activate their reactions.
EDIT: I'll change this to "When you trash this." The original wording happened before I realized when someone plays a knight, you still trash your own cards, not the person playing the knight. EDIT2: I've also realized it doesn't need the Reaction type.

Mysterious Door
$2 - Action
The player to your left discards the bottom card of their deck. If it's an action card, do what it says as if you played it. Otherwise if it's... a victory card, +2 Cards; anything else, +$2.
(Sorry the wording on the image is slightly outdated. Images aren't a high priority for me.)
$3 - Action / Victory
Reveal the top 2 cards of your deck. Play one of them and discard the other. If you played a victory card, +$1. Otherwise, if the card you played cost at least $5, discard a card.
Worth 1 VP.
$3 - Action - Reaction
+$1. Discard any number of action or treasure cards. +1 VP for each card discarded this way.
When you discard this from your hand besides during clean-up, +$1 on your turn.

$3 Action - Duration
+2 Cards.
Next turn: You may trash a card from your hand.
While this is in play, when you would be affected by another player's attack, its player may discard a card. If they don't, you are unaffected by the attack.

Generous Benefactor
$3 Action - Duration
+1 Action, +$1.
Start of next turn: +$2, +1 Buy.
While this is in play, each other player gets +$1 after playing treasures in their buy phase if they have no gold, platinum, or attack cards in play.
(added "Start of")

$3 Action
+1 Card, +1 Cction.
During your action phase with this in your hand, you may discard a card. If you do, play this without using an action.
When you gain this, reveal the top 4 cards of your deck. Put any number of revealed Victory cards and Curses into your hand. Put the other cards back in any order.

$4 Action - Preserve
+2 Cards. Trash a card from your hand. Gain a card costing up to $1 more than the trashed card.
When you gain this, gain a ruins.

Restored Village
$4 Action - Preserve
+2 Actions. Discard a card. Draw up to 5 cards in hand.
When you gain this, gain a ruins.

$5 Action - Duration - Preserve
+3 Cards, +1 Buy.
On the turn you play this, when you buy an Action card, you may set it aside. If you do, play it at the start of your next turn, then trash it.
(The image for this one was made before I made the Preserve type.)

Moving Statue
$4 Action
Turn your Journey token over (it starts face up). If it's face down, +1 VP. If it's face up, +2 Cards, +1 Action.
$5 Action - Preserve
+1 Card, +1 Action.
Gain a ruins, putting it in your hand.
When you gain this, you may put your +1 Action, +1 Card, +$1, or +1 Buy token on the ruins pile.
I am aware the image says "When you buy this". I'm still deciding between the two...
(Special Ruins reminder: Ruins and Special Ruins count as a single supply pile. Whenever you would gain a normal ruins card, you may discard a card to gain a Special Ruins instead.)
Royal Heirloom
$5 Action - Duration
Reveal deck cards until you reveal an action card, put the action card in your hand and discard the rest. Then choose an action card from your hand. Play it now and play it again at the start of your next turn.

$4 Action - Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
$5 Action - Attack - Looter
+2 cards.
Each player (including you) may reveal a Victory card from his hand and put it onto his deck. If you do, +$2. Each other player who doesn't gains a Ruins.
This one's been around for a long time. It even won a fan contest once.
Fountain Gargoyle
$5 Action - Attack - Duration - Victory
+1 Action.
This turn and next: +$1.
Worth 1VP
Until your next turn, when another player gains a victory card, he reveals and puts a pure victory card or a ruins from his discard pile on top of his deck.
Goblin City
$5 Action - Attack - Looter
+1 Card, +2 Actions.
Each other player may discard an action card from their hand. If they don't, they gain a ruins into their hand.
This costs $1 less if you have any ruins in play.
EDIT: Added Looter type to Vandal and Goblin City (but not in the images yet).

$4 Action
Reveal the top 4 cards of your deck. Put a revealed treasure into your hand. Discard one other revealed card. Put the rest back in any order.
Kingdom Restoration
$5 Action
+1 Action.
You may discard the top card of your deck. Then look through your discard pile and put up to two cards from it on top of your deck. Then +1 Card.
During your buy phase, you may pay $1 to return a card from the trash pile to the supply.
Ancient Temple
$5 Action
+1 Action.
Discard a card. Gain a card costing up to $4, putting it in your hand.
Similar to Sculptor, but this came first so I'm keeping it.
Ancestral Crypt
$5 Action-Victory
+1 Card.
Trash up to two cards from your hand. For each card you trash that costs more than $0, take a coin token.
Worth 1 VP.
Thinking about making this worth 2VP.

Salavage Site
$1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $X, where X = 2 * the number of cards you discarded.
$3 - Event - Preserve
+1VP. Each player gains a special ruins (you first). Set yours aside and play it at the start of your next turn.

Ancient Inheritance
$4 - Event - Preserve
Look at the top 4 cards of the Special Ruins pile. Choose one to side aside, and put your Estate token on it. (Your Estates gain the types and abilities of that card.)
$5 - Event
Once per turn: The player to your left discards the bottom card of his deck. If it's a(n) ...treasure: +3 Coffers, ...victory card +3VP, ...action card, set aside a card you have in play and play it at the start of your next turn.

Astral Plane
At the end of each turn, +1 VP if you took any VP tokens this turn.
At the end of the game, -1 VP for each victory card you have costing more than $5 unless it was 'set aside' or on a mat when the game ended.
Landmark - Preserve
Each time you play a ruins: if you have 1 ruins in play, +1 Action; if you have an even number of ruins in play, +1VP; if you have 3 ruins in play, +1 Coffers.

The special ruins: (I probably won't be making images of these.)
Abandoned Dungeon
$2 - Action - SpecRuins
+1 Card, +1 Action.
Discard a card.
Ruined Drawbridge
$2 - Action - Reaction - SpecRuins
+1 Card.
Gain a Silver onto your deck.
When another player plays an attack, you may play this from your hand. If you do, at the start of your next turn, return it to your hand.
Engraved Pathstone
$2 - Action - SpecRuins
Look at the top three cards of your deck. Put one in your hand and discard the rest.
Ancestral Spirit
$2 - Action - SpecRuins
+1 Buy.
Reveal a card from your hand. Either trash it or put it onto your deck.
If the card cost at least $5, +$2. Otherwise, if it cost more than $0, +$1.

Game Reports / Bishop is underrated
« on: April 28, 2019, 09:42:59 pm »
I still can't understand why Bishop keeps going down in Qvist's ratings. The reason it gives a benefit to your opponent is because it's effect is really strong.
Then again, I think it was especially strong on this board, where I had enlightened* Minions, so I could trash a card with Bishop and then draw a new hand a lot of times. My opponent went for Castles, so he had to deal with a bunch of dead cards in his deck, while with Bishop, you can trash all the extra cards and still get VP for them. Using Bishop to trash Crumbling Castle, Sprawling Castle, and the Duchy gained with Sprawling Castle is fun. (Those were the only two castles I bought. My opponent got the rest.)
(*a word which here means my Minions learned Lost Arts)

Wish I could post the game log.
game #26087873

Variants and Fan Cards / House Brew
« on: April 23, 2019, 07:55:25 pm »
Do you think this would be fun and balanced at $5?

House Brew
Treasure - Reserve - Looter
+. +1 Buy.
When you play this, put it on your tavern mat.
When you buy a ruins, you may discard this from your tavern mat.

Do you think it'd be better if the below the line part was "When you buy a zero-cost card,...")
Also wondering if it should give two buys, so the +buy will have an effect besides letting you buy a ruins.

...and it's not because of anything wrong with ShuffleIt.
- I choose kingdoms semi-randomly, but I check it and switch cards out if it's a bad kingdom (junkers with no trashing, mostly terminals with no splitters, cards I hate, etc).*
- my usual play group is close to my skill level. Even in rated games, I often get paired with players who either slaughter me every time or who I can beat really easily.
- fan cards are fun
- in person communication/jokes/etc and no rude/insulting opponents.

 (*Yes, you can choose your kingdom on Shuffleit, but then you could be waiting quite a while for anyone to join your table. Automatch on unrated tables is my #1 wanted feature on ShuffleIt, but I think I'm in a minority there...)

$2 Treasure
When you play this, you may trash a card from your hand. If you trashed an Overgrown Estate this way, you may gain a Well-Kept Estate.
Heirloom: 2 Unruly Weeds (in place of two coppers). Also replace of one of your starting Estates with an Overgrown Estate.

Unruly Weeds
$0 Treasure-Reaction-Heirloom
When you play this or reveal it to an opponent's attack, gain an Unruly Weeds from its pile.

Well-Kept Estate
$3 Action - Victory
Set this aside until the end of the game.
Worth 3VP if you have a Goat in your deck and no Unruly Weeds. Otherwise worth Worth 2VP if you have a Goat in your deck OR no Unruly Weeds. Otherwise worth 1VP.

=68.ARBL3yA8pNwXkoS8wC5nmPSK4g4IlJ-rJ-qqr6zpyTv2XFqtyEVXWsPxi7SdV25NdDK5IPcxRwu3YwFhz1_y-e1xrTgNwueBdez8BNqn0LQjlqwM3liX5x1MIeC3Qikt8EfsgQ4XyJViC-8pxYWHV_vBSXUiWphTC2Rh_wSAywv2HL22iZOch4DHf8zvWyq2MU3QHkjrCspaUsPHLwqACd0r3qCS-5SZdDX4vdSBWdq--XA1C5cdUl8-RhMGre9QT0c&__tn__=H-R]Goats used as trashers IRL
(It appears I have forgotten how to correctly link something...)

Dominion General Discussion / Kingdom Randomizers
« on: September 12, 2018, 03:27:35 am »
I have links to two different online randomizers.
(  and )
Neither have the second edition cards for base and Intrigue, neither has Dismantle, and only one has Nocturne. Is there any online Dominion randomizer which is actually up to date?

Variants and Fan Cards / Dwarf split pile
« on: September 08, 2018, 12:44:33 am »
(split pile with 5 of each)
$5 - Action
Gain a treasure card costing up to $5. You may put it on top of your deck. Then +2 Cards.
When you would trash this, you may instead trash a treasure card from your hand or discard pile.
Mithril Bar
$5 - Treasure
If you have a Dwarf in play, +$3. Otherwise, +$2.
When you would trash this, you may instead trash a treasure card from your hand or discard pile.

They're meant to go against Giants. That's part of the reason for the reaction.
I wanted Dwarf to cost $4, but it's usually better than Explorer. In fact, this split pile is basically an Explorer variant.

Hearthstone / Semi-interesting Hearthstone moments
« on: May 24, 2018, 11:47:25 pm »
Opponent plays Marin the Fox. Next turn I kill him with the treasure chest Marin gave me. (divine spirit+inner fire)


game #14158272

Since I can't ban Rebuild, I often ask the opponent if we could agree to ignore it for that game, but this game looked fun without ignoring Rebuild, so I didn't do that this game. I opened Peasant/Night Watchman to focus on getting Teacher quickly. He opened... Well, I can't tell because it won't reload the game. ugh. I think he opened Peasant/Magpie (or maybe Peasant/Advisor). Either way, he focused on getting the cards he wanted to put Teacher tokens on. That could make a good discussion: Should I focus more on getting to Teacher quickly or getting the cards I want for Teacher tokens?

This game, it didn't appear to make too much difference since it was really close at the end.
I made the mistake of thinking I could steal some cards with Rogue, forgetting that doesn't work so well with Necromancer on the board, but still I pulled out the win.

Variants and Fan Cards / You may turn your journey token over...
« on: March 24, 2018, 10:28:24 pm »
I recently made a fan card which uses the journey token, and I was thinking what kind of design space there is using the journey token. This is mostly an experiment to think what a card would be like that said "You may turn your journey token over." What do you think?

$5 - Action
You may turn over your journey token (it starts face-up). If it's face up, +3 cards. Otherwise, +$1, +1 Buy, and discard any number of cards for +$1 each.

Variants and Fan Cards / Crazy Night/Victory card idea
« on: January 03, 2018, 01:21:00 am »
EDIT: I've decided this card isn't worth doing...
EDIT2: I've decided this card isn't worth doing (really this time), but here's an alternative which happens to have the same name. I'm trying to decide if it's any better...
$4 Night - Duration
Reveal a card from your hand or discard pile and put it on top of your deck. If you revealed a victory card, +1VP and take a coin token. At the start of your next turn, you may discard 2 cards to gain a Duchy.

EDIT: Here is the newest second version of the card:
Cost 4 - Night - Duration
+1VP for every two victory cards you have in play (rounded up). At the start of your next turn: +1 Action.
While this is in play, you may play non-action victory cards as actions with "+$1".

original version:
Cost 4 - Night / Victory
If you have more victory cards in play than tokens on your constellation mat and haven't put any tokens on the mat this turn, put a token on your constellation mat.
If you have no cards in your discard pile, take Clear Skies.
This is worth 1VP for every two tokens on your constellation mat.

Clear Skies
While you have this, you may play Estates, Duchies, and Provinces as if they were action cards with "+$1".
At the end of your buy phase, return this.

Variants and Fan Cards / Moving Statue
« on: November 26, 2017, 01:33:20 am »
EDIT:  This is the version I've been using now, and my play group likes it.
Moving Statue
Cost $4 - Action
Turn over your journey token (it starts face-up). If it's face up, +2 Cards, +1 Action. Otherwise, +1 VP.

Original version:
Moving Statue
Cost $4 - Action
You may spend a trade token. If you do, +2 Cards, +1 Action. Otherwise, +1 VP.
When you gain this, take a trade token and take an additional trade token if you have a Moving Statue in play.

Uses LF's trade token mechanic, but I wonder if it would be okay if it just used the journey token instead (and did the lab effect every other play). Or maybe if I made every other play, it could be a fugitive effect (lab with discard one).

Variants and Fan Cards / Cultist City
« on: November 15, 2017, 11:38:52 pm »
Thinking about adding this to my expansion (replacing a different $5 village-attack). How strong do you think it is?  How significant is the limitation that it won't give out ruins twice in a row?

Also, I'm undecided about the name. (It would be 'Cursed City' if it weren't for Cursed Village.)

Cultist City
$5 - Action - Attack
+1 Card.
+2 Actions.
Each other player may discard an action card from their hand. If they don't, they gain a ruins into their hand.
This costs $1 less if you have any ruins in play.

Coming soon (hopefully): The Resurgence of Resurgence!

Rules Questions / treasure hunter "gained cards"
« on: November 09, 2017, 12:20:05 am »
Do travelers obtained by exchanging count as "gained cards" for treasure hunter? (If, not this is a bug in ShuffleIt)

Goko Dominion Online / too many crashes
« on: October 21, 2016, 01:03:51 am »
With as often as Dominion online has been crashing recently, I'm regretting my decision to get the subscription on MF till the end of the year (I already had everything except Adventures). I should've just waited till January. oh well.

Variants and Fan Cards / experiment: "Discard a card you have in play."
« on: October 08, 2016, 09:19:46 pm »
How powerful would this card be?   (This is mainly a thought experiment.)

Wild Thing
Cost 4 - Action
+1 Card, +1 Action
You may discard a card you have in play.

In theory, this would let you play a card as many times as Wild Things you play per turn.
How much difference would it make if the +1 card was after the discard?

Game Reports / More Empires Games
« on: September 18, 2016, 12:16:38 am »
Another fun game featuring Empires cards:
, , , , ,
 , , , , ,

Fun game. All of us got a few provinces, at least one castle, and at least one Temple. Player 2 got a ton of VP from Temples. Player 1 went for Provinces, and I went heavy for castles. One one Legionary was bought, but Overlord was played as Legionary several times. Ball was a good enough substitute for +buy this game, that Travelling Fair was only bought twice. One of the main reasons I won was that I used Haunted Woods more than anyone else and it was the only good draw.

Final scores
Player 1: 56 points (had six provinces and opulent castle)
Player 2: 52 points (incl. three provinces, two castles: a humble castle, and a king's castle to keep me from getting both.)
Me: 66 points (incl. three provinces, six castles)

Variants and Fan Cards / a fan card my friend came up with
« on: July 31, 2016, 09:23:43 pm »
So I got my friend into playing Dominion, and we played with some of my fan cards so he wanted to make a fan card too. So here's his first fan card. The only part I added was limiting the attack to players with at least 4 cards in hand. Do you think it's balanced? Is it worth $6? He had originally cost it at $5, but I told him it was too strong for $5, so we changed it to $6.

Cost $6 - Action - Attack
Each other player with 4 or more cards in hand discards a treasure or victory card. If any victory cards were discarded, take 3 coin tokens. Otherwise take 2 coin tokens.

Game Reports / Post your craziest random kingdoms here
« on: July 25, 2016, 01:27:55 am »

I actually played this kingdom today online. It was way fun.
(I'd post the log but the gokosalvager site is down at the moment).
EDIT: until I get the log posted, I'll just say that my Vineyards were worth 12 points each.

EDIT: Well, the images using the card image button aren't working for any card that has a space in its name... EDIT2: Apparently, capitalization matters, but only if the card has a space in its name. weird.

Dominion General Discussion / My first Empires games
« on: July 08, 2016, 12:20:46 am »
Today, my Empires game came in the mail, so we played a 4p game this evening with my family. I chose a kingdom with half Empires cards with a representation of each of the new mechanics, and the rest cards from Adventures and Base. 1st impressions: I love this Expansion even more than I expected to (tbh, I was less excited about this one than I was about Adventures, but my lack of excitement was unfounded.). Colonnade makes more difference that I thought it would (in a good way). Villa is very fun (as I knew it would be).
I didn't win this game.

Variants and Fan Cards / More X and Z cards
« on: June 15, 2016, 02:03:25 am »
I didn't want to go hunting for the older X and Z cards thread, so I started a new one when I got the idea after Seprix posted one in another thread.

$3 - Action
+1 Action. Reveal your hand. If your hand is empty +$2. Otherwise, if you don't reveal any cards other than Xenophobes and zero-cost cards, +$1.
In any case +1 Card.

EDIT: Yes, I meant to have the +1 card after the reveal effect (fixed).

Dominion General Discussion / Favorite big terminal draw bracket
« on: April 08, 2016, 08:06:47 pm »
Yay another bracket!
+3 or more cards and the strongest of the +2 cards and draw-to-X ones.
(strong +2 cards for handsize, not strong +2 cards in general (so no cultist))
Seeds are (roughly) my preference. Go Library!

1 Library
14 Smithy

2 Haunted Woods
13 Torturer

3 Journeyman
12 Margrave

4 Wharf
11 Embassy

5 Envoy
10 Catacombs

6 Council Room
9 Nobles

7 Rabble
8 Hunting Grounds

Had to fudge the system a little so vote for 1 of these: (15/16)

The 15/16 bracket is Courtyard plus the ones that draw less than 3 (or draw up to 6 instead of 7).

This post of LastFootnote's made me think "What if we combine a few generaly weak copper focussed cards into one?"

The literal card+card version:
Coppersmith Counting House
Cost $6 - Action
Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand. Coppers produce an extra $1 this turn.

another version that adds +buy while hoping to cost 5:
(takes limited number from coppers from the discard pile and can't be throned/KCed)
Cost $5 - Action
+1 Buy.
Look through your discard pile, reveal up to X (2?) Copper cards from it, and put them into your hand.
While this is in play, coppers produce an extra $1.

What do you think of these? Worth using in place of Coppersmith and/or Counting House sometimes?

Hearthstone / Hearthstone Noob
« on: February 08, 2016, 01:14:53 am »
So I just got through the introductory quest in Hearthstone. It was, as it says, very easy to learn, but what getting better and having fun tips do you have for the Hearthstone noob?
Basically it seems almost the same in gameplay and mechanics as MTG (which I've only played like 3 games of). What are the important differences?

BTW, my username is TheLibrarian (because LibraryAdventurer wouldn't fit).

Pages: [1] 2 3 4

Page created in 0.101 seconds with 17 queries.