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1
Design a card or card-shaped thing that's a modified version of an official card, not as a replacement, but like Grand Market is to Market, or Young Witch to Witch.
Use an adjective or modifier + the name of the official card it's based on, like Grand Market and Young Witch do.

Clearly qualifying official cards: Grand Market and Young Witch (obvs), Old Witch, Coastal Haven, most villages (Border/Mining/Fishing/Farming/...), Devil's Workshop, Farmer's Market, Sea Witch.

Other official cards that qualify because I like being flexible/creative: Animal Fair (It has +buy so it can be considered a version of Fair), Capital City, Fool's Gold, Lost City, Family of Inventors, all the Ruins except Survivors, Overgrown Estate, Prize Goat, Silver Mine, Tragic Hero (It has "gain a treasure"), I probably missed a couple.
I'm undecided on Market Square, but I think I'd allow it (if it wasn't already a thing obvs).

Official cards that don't qualify: Fortune Hunter (not related to Hunter), Horse Traders (not related to Trader), Plateau Shepherds (not related to shepherd), Royal Blacksmith, Shanty Town, Silk Merchant, ...you get the idea...

Suggestions of adjectives or modifiers you might use: Grand/Big, Little/Minor/Tiny, Royal, Noble, Shady, Seafaring, Gilded, Buried, Undead, Distant, Mounted, etc. (but you don't have to use one of these)

Village and Merchant as your base card are discouraged. You can do a modified version of one of them, but I'd prefer you choose something else.

Using small print just for the card's name might be fun if you want to do, say, "Bored Cartographer" or something like that. Don't hesitate to use an official card with a longer name. Just don't make small print necessary for the card text.

(reposted here)

2
Design a card or card-shaped thing that's a modified version of an official card, not as a replacement, but like Grand Market is to Market, or Young Witch to Witch.
Use an adjective or modifier + the name of the official card it's based on, like Grand Market and Young Witch do.

Clearly qualifying official cards: Grand Market and Young Witch (obvs), Old Witch, Coastal Haven, most villages (Border/Mining/Fishing/Farming/...), Devil's Workshop, Farmer's Market, Sea Witch.

Other official cards that qualify because I like being flexible/creative: Animal Fair (It has +buy so it can be considered a version of Fair), Capital City, Fool's Gold, Lost City, Family of Inventors, all the Ruins except Survivors, Overgrown Estate, Prize Goat, Silver Mine, Tragic Hero (It has "gain a treasure"), I probably missed a couple.
I'm undecided on Market Square, but I think I'd allow it (if it wasn't already a thing obvs).

Official cards that don't qualify: Fortune Hunter (not related to Hunter), Horse Traders (not related to Trader), Plateau Shepherds (not related to shepherd), Royal Blacksmith, Shanty Town, Silk Merchant, ...you get the idea...

Suggestions of adjectives or modifiers you might use: Grand/Big, Little/Minor/Tiny, Royal, Noble, Shady, Seafaring, Gilded, Buried, Undead, Distant, Mounted, etc. (but you don't have to use one of these)

Village and Merchant as your base card are discouraged. You can do a modified version of one of them, but I'd prefer you choose something else.

Using small print just for the card's name might be fun if you want to do, say, "Bored Cartographer" or something like that. Don't hesitate to use an official card with a longer name. Just don't make small print necessary for the card text.

edit: oops, I forgot to post in the designated subforum. Can this be moved in there? Or should I delete this and repost there?
edit2: I reposted in the correct place, but I can't delete this post. sorry bout that.

3
Variants and Fan Cards / Master of Puppets: A mini fan-expansion
« on: May 09, 2022, 10:33:40 pm »
A mini-expansion themed with the idea of playing cards without spending an action.

I'm introducing a new keyword for these cards: "If Puppeted" means "If you didn't spend an Action to play this".

The first one I made that started the idea:
Quote
Puppeteer
$5 - Action - Attack
+$2
Each other player reveals their hand and plays a non-attack, non-reserve Action or Treasure from it that you choose. If they then have less than 5 cards in hand, they get +1 Card.
Heirloom: Puppet.
Quote
Puppet
$2 - Action - Heirloom
If Puppeted, +2 Cards. You may discard 2 cards to play an Action card from your hand.
The player whose turn it is gets +$1 and +1 Buy.

Quote
Marionette
$4 - Action - Reaction
Reveal cards from your deck until you reveal an Action. If you revealed any Treasures, put one in your hand. Discard the other cards and play the revealed Action.
-
When another player plays an Attack, you may first set this aside to play this at the start of your next turn.

Quote
Golden Strings
$3 - Action
You may discard a card to replay the previous Action card you played this turn if it's still in play. If you don't, +1 Action and +$1.
If Puppeted, +1 Card.
FAQ: If you replay a Golden Strings with Golden Strings, it always has the "If you don't" effect because that Golden Strings is the previous Action card you played. A second Golden Strings can't play the Action before that again.

Quote
Stage Director
$5 - Action
If Puppeted, discard up to 2 cards.
Draw up to six cards in hand. Reveal and play the top card of your deck. If it has no play effect (if it's not an Action, Treasure, or Night card), you may take your -$1 token to replay this.
(It uses the -$1 token so you can't replay it more than once. I'm aware it can go infinite with the +$1 token, but you can't do much with that, so I don't think it matters much.)

Quote
Ventriloquist
$4 - Action - Command
If Puppeted, +2 Cards. Otherwise, +1 Card.
You may put an Action card from your hand on your Tavern mat. You may play a non-Reserve, non-command Action card from your Tavern mat, leaving it there.
I've seen several fan-made cards similar to this. I thought I'd try one of my own.


A couple older cards of mine that go well with these:
Quote
Doorkeeper
$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.
-
Worth 1 VP.

Quote
Mysterious Door
$2 - Action
The player to your left discards the bottom card of their deck. If it's an action card, play it, leaving it there.
Otherwise if it's... a victory card, +2 Cards; anything else, +$2.

Quote
Bartender
$4 - Action
+2 Cards.
You may put an Action card from your hand onto your Tavern mat.
-
In games using this, at the start of your turn, you may call a non-reserve card on your tavern mat, to play it.
(Yeah, this and Ventriloquist are pretty similar. But I think having one put the card into play and one leave the cards on the mat is difference enough to have both exist.)

4
Variants and Fan Cards / Fan Mechanics Week #34: Equipment
« on: April 09, 2022, 01:03:50 am »
So... Let's use a mechanic by gambit05 that I thought was interesting, Equipment Cards.

From his post:
Overview
Equipment cards are non-Supply cards that are not part of a pile, likewise Shelters and Heirlooms, and usually come in a single copy per player. If a certain Kingdom card is included in a game, each player gets the associated Equipment card(s). At the start of the game, players put the Equipment cards next to them and add them to their deck under certain circumstances via a process called Equip.

Color code
Kingdom cards that have associated Equipment cards have a light blue banner that names its Equipment card(s) (adapted from the yellow banner of Heirlooms from Nocturne). Equipment cards are labeled with the Equipment type and colored in light blue (instead of the white-greyish color for the Action type). This is combined with other colors (e.g. black for Night, yellow for Treasure) where required. Some Equipment cards can be put on the player’s Cabinet mats to modify or activate abilities. Each player has their own Cabinet mat. Those Cabinet-Equipment cards are specified by the Cabinet type and have, in addition to the light blue Equipment type color, a tan-colored text field (akin to the Reserve cards of Adventures). Cards on the Cabinet mat still count as part of the player’s decks, whenever this is relevant (e.g. for Gardens at the end of the game).

Equip
Equipment cards enter the game via the instruction Equip. This can occur through the respective Kingdom card or when a specific event happens. Equipping of some of the Equipment cards is mandatory, whereas it is optional for others. Before being Equipped, Equipment cards are in a “stand by” mode, and as such do not count as part of the players’ decks. If not otherwise specified, Equipping an Equipment card means that the card is put to the player’s discard pile. This is neither gaining nor discarding them and thus doesn’t trigger any events such as “when you gain a card…” or “when you discard…”. Once Equipped, Equipment cards are part of the players’ decks, unless they are trashed or removed in some other ways.

Take a look at his thread for some examples.
(Since gambit05 went into some detail about colors and stuff, I feel like reminding you that whether you have mock-ups or not will make no difference in my judging.)

5
Weekly Design Contest / Weekly Design Contest #146: Contacts
« on: March 17, 2022, 07:10:11 pm »
Weekly Design Contest 146: Contacts
I get to do the obligatory new expansion mechanic contest!

I'll make it simple.
Who's going to be the contact between you and your allies?
Design a liaison (a card the gives favor tokens or otherwise causes players to have favor tokens... (like Importer)).

It doesn't have to necessarily be a card that would fit in the Allies expansion. Feel free to use mechanics from other expansions as well. But no travellers. Those are tough on judging.

6
Dominion General Discussion / Dominion Valentine Cards
« on: February 13, 2022, 12:13:59 am »
Not my idea, but I thought I'd share this thread from the Dominion group on Facebook:

(from Pierre Cuerrier)
As Valentine's day approaches, I think it might be fun to try to come up with some creative Valentine's day cards for some Dominion characters...
So here goes:
for TAXMAN: "I wish you were MINE"
😝
...
For POOR HOUSE: You're the 1 for me!
...
ENCAMPMENT (to GOLD and to PLUNDER): I'm lost without you!
...
Treasure map- it takes two of us...
...
Groundskeeper- fresh flowers for my VIP
...
To MOAT: I feel safe with you! 💙

7
Variants and Fan Cards / Calamities
« on: January 05, 2022, 01:32:44 am »
The Calamities are a set of Events created by my dad (with a little of my help) as a gag gift for a friend who, when he plays Dominion with us, likes to end the game early whether he's ahead or not (more often he isn't). So all of these events (except the Tornado probably) make the game end sooner, and this stack is kind of an RBCI, but may be fun to play with a few tweaks...

The Calamities are a pile of Events that are each removed from the game after they're bought.
from top to bottom:
Quote
Landslide
$3 - Event
Each player trashes two cards from their hand.
Remove this from the game.
Quote
Tornado
$3 - Event
+2 VP.
Each player trashes the top 2 cards of their deck.
Remove this from the game.
Quote
Hurricane
$3 - Event
+2 VP.
Each player (including you) gains a Curse.
Trash all remaining Curses from the supply and remove this from the game.
Quote
Wildfire
$5 - Event
+2 VP.
Trash one card from each supply pile costing up to $4.
Remove this from the game.
Quote
Earthquake
$8 - Event
+2 VP.
Trash a card from each supply pile.
Remove this from the game.
Quote
Tsunami
$16 - Event
+2 VP.
End the game.
Originally, the costs were higher on the first few Calamities, and they didn't have the VP. I said there should be some incentive to buying them if you want them to be playable. So he added +2 VP on all except the first (because the first is already helpful), and lowered the cost on most of them. Personally, I still think the first three are the only ones likely to get bought.

8
Variants and Fan Cards / Calamities
« on: January 05, 2022, 01:28:21 am »
The Calamities are a set of Events created by my dad (with a little of my help) as a gag gift for a friend who, when he plays Dominion with us, likes to end the game early whether he's ahead or not (more often he isn't). So all of these events (except the Tornado probably) make the game end sooner, and this stack is kind of an RBCI, but may be fun to play with a few tweaks...

The Calamities are a pile of Events that are each removed from the game after they're bought.
from top to bottom:
Quote
Landslide
$3 - Event
Each player trashes two cards from their hand.
Remove this from the game.
Quote
Tornado
$3 - Event
+2 VP.
Each player trashes the top 2 cards of their deck.
Remove this from the game.
Quote
Hurricane
$3 - Event
+2 VP.
Each player (including you) gains a Curse.
Trash all remaining Curses from the supply and remove this from the game.
Quote
Wildfire
$5 - Event
+2 VP.
Trash one card from each supply pile costing up to $4.
Remove this from the game.
Quote
Earthquake
$8 - Event
+2 VP.
Trash a card from each supply pile.
Remove this from the game.
Quote
Tsunami
$16 - Event
+2 VP.
End the game.
Originally, the costs were higher on the first few Calamities, and they didn't have the VP. I said there should be some incentive to buying them if you want them to be playable. So he added +2 VP on all except the first (because the first is already helpful), and lowered the cost on most of them.

9
Weekly Design Contest / Weekly Design Contest #130: Sidekicks
« on: September 30, 2021, 02:24:22 am »
Goons could use a sidekick. Create a split pile using an official card that costs $5 or more as the bottom card. (edited)

(I know something like this has been done before...
EDIT: I looked it up. contest #66 was the previous time this was done, so yeah, it's been long enough to do it again.)
I think the game could use more $1 or $2 cost cards, but your submission just has to cost less than the official card it's on top of.

Hint: It helps if there's some mechanic (including spammableness) that makes the top card likely to get bought out and undercover the bottom card. (I know this from experience. I've made at least one split pile where the bottom card never gets uncovered.)

10
Dominion General Discussion / Really Bad Kingdom Ideas
« on: January 24, 2021, 03:21:43 am »
"Play Something Else" Kingdom:


: WotMouse: Lurker

"Capitalism" kingdom:




"Fortress Fun"


 

"Excessive Trashing"


  .

"Madman or the Highway" kingdom:




"Gain the world and lose your soul" kingdom:


 

11
Variants and Fan Cards / Library Adventurer's Other Cards
« on: September 17, 2020, 08:16:40 am »
Decided to start a thread for my cards that I don't consider a part of my Resurgence expansion.
Several of these are intentionally silly, but they're still meant to be fun to play with. Some were made for the weekly card design contest, and a few more were entered into one of the contests after I made them.

First, the landscapes:
Quote
Tally
Cost $2 - Event
Set aside up to 3 coppers you have in play. Put them in your hand at the start of your next turn.
(Was originally any number of coppers. well tested.)
Quote
Lease
Cost $1 - Event
Set aside an Action card from the supply and take <debt> equal to half its cost (rounded up). At the start of your next turn, play the set-aside action. When it leaves play, return it to the supply.
(tested a couple times. Seems fine to me)
Quote
Tornado
Cost $3 - Event - Preserve
Once per turn: +2VP. All players gain a ruins (starting with the player to your left). If you did, +1 Buy. Each player passes a card to the player on their left.
(tested only once or twice. This was made primarily for my Wizard of OZ themed kingdom.)
Quote
Taxidermy
Cost $3 - Project
Once per turn: You may spend an Action for +1 Card.
Originally "Way of the Deer", now it's a Project. tested once since I made it a Project.
EDIT: tested several times since and we like it.
Quote
Cat Tower
Cost $4 - Project
When you play an action card, instead of following its instructions, you may play the card set aside with this, leaving it there. | Setup: Set aside an unused action card costing $3 or $4.
Quote
Blue Doghouse
Cost $4 - Project
When another player plays an attack card, you may set aside an action card from your hand. If you do, at the start of your turn discard the set aside card for +2 Cards.

Quote
Stargazer
Cost $3 - Night - Duration
Reveal a card from your hand or discard pile and put it on top of your deck. If you topdecked a victory card, +1 VP, and +1 Coffers. At the start of your next turn, you may discard a card to choose one: Gain a Silver or trash this to gain a Duchy.
Centaur
$6 - Action - Night
If it's your action phase: +2 Cards, +1 Action.
If it's your night phase: Gain a Horse on top of your deck. Then reveal up to 2 cards from your hand, discard pile, or from play, and put them on top of your deck. If you topdecked a victory card, +1 VP and +1 Coffers.
(tested in a few games. Updated Stargazer 1/19/21) No one's gotten a chance to buy a Centaur since I made it a split pile. These are not serious cards, so I'm considering "look through your discard pile" to be implicit (as I think it should be when a card says to reveal or draw a card from your discard pile), otherwise it's too wordy.

Just updated these two:
Quote
Rubber Duchy
Cost $5 - Victory
Worth 2VP.
-
When you trash this, +1VP and put it into your hand.
Rubber Duchies replace the Duchy pile in games they're in. They count as Duchies for the purpose of any other card which refers to Duchies. (This is still not the same version I entered in the Weekly design contest.)
Quote
Rubber Duke
Cost $4 - Victory - Reaction
Worth 1 VP +1 VP for each 2 Rubber Duchies you have.
-
When you trash a Rubber Duchy, you may discard this from your hand for +2 Cards.

Quote
Art Gallery
Cost $4 - Action - Victory
+2 Cards. Discard a card. Gain a Silver.
-
Worth 1 VP for every two Silvers in the trash.
(Tested in several games now.)
Quote
Dreamer
Cost $4 - Action - Night
+1 Coffers. Turn your journey token over (it starts face-up). If it's face-down, nothing else happens.
Otherwise, if it's your Action phase: +1 Card, +1 Action, and +$1.
If it's your Night phase: +2 Villagers.
(tested in a few games)
Quote
Unicorn
Cost $4 - Action - Liaison
+1 Card, +1 Favor.
All players receive the next Boon. Discard any number of cards. Gain a Horse for each card you discarded this way.
(tested in several games)
Quote
Monkey's Paw
Cost $3 - Night - Victory
Choose one: Gain a Curse and if you do, gain a Wish; or +2 Coffers and the player to your left gains this on top of their deck.
-
Worth 1 VP if you gained this after your last turn of the game. Otherwise, worth -2 VP.
tested in a couple games. was $4 cost. I've cut this one from my rotation. Maybe I'll come up with a better version sometime.
Adventurer / Mummy Split pile:
(Setup: Start with a Curse in place of one Estate.)
Quote
Adventurer
$2 - Action
+1 Action.
Look through your discard pile and put a Treasure or a Curse from it into your hand. Reveal your hand. +1 Card for each Curse or Ruins revealed. If you didn't put any cards in your hand, +1 Card.
-
When you trash this, gain a Gold.
Quote
Mummy
Cost $4 - Action - Treasure - Attack - Preserve
+$2.
If it's your action phase, each other player gains a ruins.
If it's your buy phase, set aside up to 2 actions cards costing less than $3 from your hand and play them at the start of your next turn.
Made for the weekly card design contest, the original version cost $5. I later decided it was weak enough to cost $4. The Preserve type is from my Resurgence expansion and puts both ruins and my special ruins into the kingdom (The number is split evenly between the two types of ruins). I haven't decided whether to add this to my Resurgence expansion or not, so it's here in the meantime. Tested in 2 games so far. (EDIT: Changed to set aside up to 2 action cards instead of 3.)

My split pile Explorer replacement:
Quote
Dwarf
Cost $4 - Action
Gain a treasure costing up to $5. Choose one: put the gained treasure into your hand or +2 Cards.
-
When you trash this, discard it and you may trash a Treasure from your hand.
Quote
Mithril Bar
Cost $5 - Treasure
If you have a Dwarf in play, +$3. Otherwise +$2.
-
When you trash this, discard it and you may trash a Treasure from your hand.
(tested in a few games.)

Quote
Mad Scientist
Cost $5 - Action
+1 Card, +1 Action.
You may trash a card costing at least $2 from your hand. If you do, +2 cards. Otherwise, gain a Silver.
(well tested)
Quote
Tyrant
Cost $5 - Action - Attack
+2 Actions.
Each player (including you) reveals cards from their deck until they reveal an Action or Treasure costing at least $3. Put yours in your hand and discard the rest; each other player discards theirs and shuffles the other revealed cards back into their deck.
(tested in several games) (based on Confessor by RTT: http://forum.dominionstrategy.com/index.php?topic=10289.0.) was "Patrician" before Empires.

Quote
Bridge Builder
Cost $6 - Action
+3 Cards.
-
While this is in play, cards cost $1 less, but not less than $0.
(tested in a few games)
Quote
Stallion
Cost $7* - Action
+2 Cards. +1 Action.
Discard a card. Gain a Horse.
-
In games using this at the start of your buy phase, you may reveal the top 3 cards of your deck. Until the end of your turn, this costs $1 less for each treasure card revealed.
I replaced Destrier with this because having another card whose play effect is exactly the same as Lab didn't seem interesting to me, especially in an expansion that already has horses.
EDIT: changed so it doesn't discard the revealed cards.

   A traveller line:
("mimble" is the word for someone with special powers in a silly fantasy/parody story I'm writing. The most powerful mimbles are called mimblegablaizers.)
Quote
Mimbleseeker
Cost $2 - Action - Traveller
Gain a silver. You pay put a card from your hand on top of your deck. If you do, +$2.
-
When you discard this from play, you may exchange it for a Mimble Scout.
Quote
Mimble Scout
Cost $3* - Action - Traveller
+$1.
Name a card. Reveal the top four cards of your deck. Put all victory cards and one copy of the named card into your hand. Put the rest back in any order.
-
When you discard this from play, you may exchange it for a Mimble Camp.
Quote
Mimble Camp
Cost $4* - Action - Traveller
+2 Actions.
Discard any number of cards. +1 Card per card discarded.
-
When you discard this from play, you may exchange it for a Mimble Trainer.
Quote
Mimble Trainer
Cost $5* - Action - Traveller
Now and at the start of next turn: Reveal and discard any number of victory cards. +$1 and +1 Card for each card you discarded this way.
-
When you discard this from play, you may exchange it for a Mimblegablaizer.
Quote
Mimblegablaizer (version 1)
Cost $6* - Action
Play this once or twice as if it were a traveller in the Mimbleseeker line or an action card in the supply costing up to $4. This is that card until it leaves play.
Quote
Mimblegablaizer (version 2)
Cost $6* - Action - Victory
Play this as if it were a traveller in the Mimbleseeker line or an action card in the supply costing up to $4. This is that card until it leaves play.
-
Worth 3VP.
Quote
Mimblegablaizer (version 3)
Cost $6* - Action
Choose a traveller in the Mimbleseeker line or an Action card in the supply costing up to $4. Put your +1 card token on that card. Then play this as the chosen card. This is that card until it leaves play.
(most of them tested in a few games.) I originally used MB version 1, but decided I liked my other two versions better. Then I printed out one of the other two to use, but I don't remember which version I printed...
EDIT: Tweaked wording so none of the Mimblegablaizers can emulate cards from a different traveller line.
I intentionally don't use the 2nd edition wording from Band of Misfits/Overlord. I prefer the original wording.

The following cards are from my Tavern (TAV) mini joke expansion which likes using the Tavern mat:
(All except the last two of these have been tested in several games.)
Quote
Mysterious Tankard
Cost $2 - Action
The player to your left chooses an action card in the supply costing at least $3. Play this as the chosen card. This is that card until it leaves play.
-
When you gain this, trash a card from your hand.
Quote
Illusionist
Cost $4 - Action - Reserve
+$2.
Put this on your tavern mat.
-
Any time an action card considers the type of another card(s), you may call this to change the effective type of a card by adding a type or replacing the card's type. All of your copies of that card use the chosen type until the initial card is resolved.
I've tweaked the wording of this several times, but I think it should be clear how it works now.
Quote
Bartender
Cost $4 - Action
+2 Cards. You may put an Action card from your hand onto your tavern mat.
-
In games using this, at the start of your turns, you may call a non-Reserve Action card on your tavern mat, to play it.
Quote
Brewery
Cost $4 - Action
You may gain a card costing up to $4.
If you gained a Reserve card or a TAV card, +$1 and you may put it on top of your deck.
If you didn't gain a card, +$2.
Quote
Roadhouse
Cost $4 - Action - Reserve
+1 Action, +$1, +1 Buy.
Put this on your tavern mat.
-
At the start of your turn, you may call this to discard a card, then draw 2 cards.
(I think of this as a Market with delayed draw/sifting instead of the +1 Card.)
Quote
House Brew
Cost $5 - Treasure - Reserve
Worth $4. +2 Buys.
When you play this, put it on your tavern mat.
-
When you buy a Ruins with this on your Tavern mat, +$1.
When you buy any zero-cost card, discard this from your tavern mat.
Quote
Drunken Huntsman
$5 - Action - Attack
+1 Card, +1 Action, +$1.
If you have an even number of Drunken Huntsmen in play: Each other player discards down to 4 cards in hand, and each player passes a card from their hand to the player on their right.
Here's my controversial peddler attack. Hopefully, the attack won't be so bad since it's only when you have an even number of them in play.
...then there's this last thematic one, which I'll likely never bother to print and use, only partly because it might not all fit:
Quote
Insurance Fraud Fire
Cost $3 - Action - Reserve
Put this on your tavern mat
-
At the start of your turn, you may call this to trash this and all but one card in your hand. When you call this, each other player may reveal an undercover cop, if they do, they gain a spoils. If no one does, +$3. Setup: Designate a supply pile costing $5 as undercover cop cards.

EDIT: Here's the Tavern set card I wanted to fix before posting. I've improved it from how it was before. It comes with a new junk card.
Quote
Drunken Master
Cost $5 - Action - Attack - Reserve
+3 Cards.
Each other player gains a Drunk. You may put a Copper from your hand on your Tavern mat. Put this on your Tavern mat.
-
At the start of your turn, you may call this to play a Drunk or a Copper from your Tavern mat.
Drunks rules: In games using Tavern card(s) and Ruins, Ruins are Drunks. They gain the Reserve type and the following text: "Put this on your Tavern mat." At the start of clean-up each turn, if you gained any Victory cards this turn, you must discard a Drunk from your Tavern mat if you have any there. (EDIT: changed 2/17/21, inspired by the Weekly design contest using Snow.)
Here's a new card for the Tavern set that I haven't tested yet:
Quote
Moonshiner
$4 - Action - Attack
+$2.
Each other player discards the top card of their deck, then gains a Drunk on top of their deck.
(based on my entry for the Weekly design contest #103)

The following cards I'm still deciding whether they're worth printing to play with, and I might never bother testing them:
Quote
Night Stocker
Cost $5 - Night - Duration
Pay up to $2. Return a card from the trash to the supply for each coin you spent this way.
At the start of your next turn: +$2, +1 Buy.
-
While this is in play, +2VP when you gain the last card in a supply pile.
Quote
Pushy Salesman
Cost $5 - Action - Duration - Attack
Now and at the start of your next turn: +$1, +1 Buy.
At the start of next turn only: If no other player gained a curse since your last turn, +1 Coffers.
-
While this is in play, when another player ends their buy phase, they reveal their hand. If they ended their buy phase with any unspent coin or unplayed treasures, they gain a curse.
Maybe I could cut the Coffers part and make this cost $4.
Landmine
$4 - Victory - Reaction
Worth 1VP.
-
When another player gains a victory card, you may set this aside to choose an Action card that player has in play. They choose: either you get +2VP or they trash the chosen card. Return this to your hand at the end of the turn.
Quote
Gangster
$5 - Action - Attack
+3 Cards.
Reveal the top card of your deck. Each other player with at least 5 cards in hand discards a card sharing a type with the revealed card (or reveals they can't). If they discarded an Action or Treasure costing at least $4, they get +1 Coffers.
I weakened the attack a little from the version I entered in the contests, so that it's less likely to destroy your opponent's turn. ...And now you reveal your own card instead of the player to your left.
Cabal
$4 Action
You may turn your Journey token over (it starts face up). Then, if it's face up, +1 Card, +1 Action, and +$2.
-
While you have any Cabals in play, if your Journey token is face up, when you buy a card, gain a Copper, and you may not buy Victory cards.
(weekly design contest 101)
Town Square
$5 - Action - Reaction
+2 Villagers.
Reveal the top 3 cards of your deck, put one in your hand and discard the rest. If all 3 revealed cards were Actions, take Crowded.
-
When you reveal this (using the word 'reveal'), gain a Silver.
Quote
Crowded
Artifact
You may not use more than one Villager per turn.
If you end your turn without playing any Actions, return this.
(Villagers used this turn before taking Crowded don't count towards this.)
(Set Design contest for Renaissance) Considering changing Town Square to +1 Action and +1 Villager so it'll still be non-terminal when you have Crowded.
Weatherman
$4 - Action - Duration - Conditional
At the start of your next turn: +2 Cards. Then, if it's Rainy, you may discard 2 cards for $2. Otherwise, trash a card from your hand.
-
In games using this, when you gain a treasure, you may flip Rainy/Dry.
(Entry for fan card mechanic contest using Conditions)
[I have snipped a few bad cards I had listed here before that I've given up on.]

Old versions:
Quote
Rubber Duchy
Cost $4 - Victory
Worth 2VP.
-
When you trash this, put it into your hand.
Rubber Duchies replace the Duchy pile in games they're in. They count as Duchies for the purpose of any other card which refers to Duchies.
Quote
Rubber Duke
Cost $4 - Victory - Reaction
Worth 1 VP for each 2 Rubber Duchies you have.
-
When you trash a Rubber Duchy, you may discard this from your hand for +1 VP and +1 Card.

12
Variants and Fan Cards / Why assume full random kingdoms with fanmade cards?
« on: September 12, 2020, 02:41:09 pm »
It seemed more appropriate to separate this into a different thread, but this is quoted from the weekly card design contest:

...then a substantial number of games will be without any trashing (~1/5 I think), and then the part most important for this challenge is useless. On the other hand, most games will have a trasher of any sort...

There's no reason to assume full random kingdoms when talking about fanmade cards. Why do people do that?

13
Weekly Design Contest / weekly fan card contest ideas (for future contests)
« on: September 03, 2020, 05:11:51 am »
It seems possible that someone who wins the weekly fan card contest may not have a good idea for what the next weekly contest should be, so they can look here for ideas. Post your suggestions below.

my ideas / requests(?) for future weekly card contests:
- a kingdom treasure card that doesn't cost $5 (because the majority of kingdom treasure cards cost $5, and it seems to be easiest to make them balanced for that price point).
- an attack card whose attack part cannot be exactly the same as the attack part in any official card. (new junk cards are allowed)
- a card using mechanics from two different expansions (like VP tokens and Horses or Coffers and Ruins or a Night/Reserve card)

(I'm posting this because I haven't won any of the weekly contests and am honestly not sure if I want to, because then I'd have the responsibility of judging the next one. I aim to get 2nd place...)

14
I played a game with my family today with a fan made looter that makes other players gain ruins into their hand. There was also Way of the Mouse with Raze set aside. (The kingdom also had Lighthouse, which just made this situation a little funnier IMO.)

A couple minutes into the game, I said "I just realized that this attack is completely nullified on this board by Way of the Mouse because you can play ruins as way of the mouse with Raze and use it to trash itself with +1 Action."
And this is the way we played the game, except I made the mistake of keeping the ruins at first, using them to trash my Estates, thinking I could trash my ruins later for my choice of one of the top two cards of my deck. I revised my thinking a couple turns later because the trashed card still cost $0, so you don't get anything for playing a ruins to play Raze and trashing the ruins.

Thinking about it more after the game, I realized that even if you play a ruins as Way of the mouse with Raze you can't use it to trash the ruins because the "this" on Raze still refers to Raze, not the card you're playing as Way of the mouse.
Is this correct?

15
Game Reports / 2 fun games
« on: May 02, 2020, 07:24:48 pm »
Just finished two fun games online
Game 1 had Hamlet, Supplies, Village, Mill, Silk Road, Rats, Butcher, Coven, Sanctuary, and I don't remember the other one.
Butcher + Rats is fun and Sanctuary (or most any exile card) makes alt VP like Silk Road a lot more viable (Mill helps too).

Game 2: Black Cat, Stockpile, Inventor, Mill, Courtier, Horn of Plenty, Sanctuary, Destrier, Goons, City Quarter
Game summary: There's nothing like buying out the rest of the Destrier pile with multiple Goons in play.
Game ended on 3 piles: Stockpile, Destrier, and Mill. The Black Cats never gave out curses this game despite the Mills going empty.

16
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...

Quote
(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?

17
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.



Quote
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
Quote
Foundation
$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
Quote
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.



Quote
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.)
Quote
Doorkeeper
$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.
I'm considering removing the drawback from this one.
Quote
Pedestal
$3 - Action - Reaction
+$1. Discard up to 3 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.
(tweaked since I made the image.)



Quote
Drawbridge
$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.

Quote
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")

Quote
Trailblazer
$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.



Quote
Renovate
$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.

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

Quote
Pioneer
$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.)



Quote
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.
Quote
Archaeologist
$5 Action - Preserve
+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.
(Removed the +1 Card. Also, I am aware the image says "When you buy this". I changed that.)
(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.)
Quote
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.
(EDIT 5/22: I have removed this card for being too similar to Royal Galley.)




Quote
Auditor
$4 Action - Attack
+$2, +1 Buy.
Each other player reveals their hand and discards all curses, ruins, and pure victory cards.
Quote
Vandal
$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.
Quote
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.
Quote
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).
EDIT 5/22: I have abandoned Goblin City for a somewhat similar fan card by spheremonk which only attacks if it's the first card played in a turn.




Quote
Miner
$4 Action
+$1.
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.
Quote
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.
Quote
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.
Quote
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.



Quote
Salavage Site
$1 - Event
Discard any number of cards from your hand. Gain a card from the trash costing up to $X, where X = double the number of cards you discarded.
Quote
Unearth
$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.



Quote
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.)
Quote
Discovery
$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.



Quote
Astral Plane
Landmark
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.
Quote
Pyramid
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.)
Quote
Abandoned Dungeon
$2 - Action - SpecRuins
+1 Card, +1 Action.
Discard a card.
Quote
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.
Quote
Engraved Pathstone
$2 - Action - SpecRuins
Look at the top three cards of your deck. Put one in your hand and discard the rest.
Quote
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.

18
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

19
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?

Quote
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.

20
...and it's not because of anything wrong with ShuffleIt.
Reasons:
- 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...)

21
Quote
Goat
$2 Treasure
+$1
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.

Quote
Unruly Weeds
$0 Treasure-Reaction-Heirloom
+$1
-
When you play this or reveal it to an opponent's attack, gain an Unruly Weeds from its pile.

Quote
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...)

22
Dominion General Discussion / Kingdom Randomizers
« on: September 12, 2018, 03:27:35 am »
I have links to two different online randomizers.
( http://makingmorefun.com/dominion/randomizer/  and 
http://inprogressgaming.com/wp-content/uploads/2016/07/dominion_picker140.html )
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?

23
Variants and Fan Cards / Dwarf split pile
« on: September 08, 2018, 12:44:33 am »
(split pile with 5 of each)
Quote
Dwarf
$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.
Quote
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.

24
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)

25


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.


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