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Variants and Fan Cards / Dominion: Hunting
« on: December 17, 2014, 10:31:12 am »
Here's a small 10 card set that you should be able to play with any other set. There really isn't a new theme, just some cards that I believe to be balanced, some new ideas I think, and some simple cards but ones that might cause some tough decisions.
Before I begin testing these cards I would like some feedback on them. Thanks
Duck Call
(Action) $2
+ 1 action
+ 2 cards
Choose one: Discard 2 cards or put a card on the top of your deck
A card that helps any deck, very versatile. Should make for some interesting decisions in big money games and engines.
Camouflage
(Action) $2
+ 2 actions
You may choose a treasure card from your hand and play it immediately
A village that really helps draw to X and has some interesting plays with trashing and Tactician. I think it should be fine at $2
Fur Hat
(Action/Attack) $3
+ 1 action
+ 1 card
You may gain a copper. If you do so, each player gains a curse
A 3 dollar cantrip curser!?!? Well when you have to gain a copper everytime you give out a curse this becomes a tougher decision.
Deer
(Reaction/Victory) $3
Worth 2 VP
_________________________________________________
When one of your cards is trashed you may discard this. If you do +2 actions, +2 cards
I wanted a card that beefs up terminal trashers. Combos with cards like develope and trade route. Not always going to have trashing in the kingdom but should still better used then tunnel. I think it should be pretty balanced because you have to use one of your early buys on it to help you accelerate. Might be a little swingy.
Scope
(Action) $3
Look at the top 2 cards of you deck. You may put one of them back into the supply. Discard the rest. + 1 action for each card you discard this way.
A lookout variant with a bonus. It doesn’t force you to get rid of your good cards and if you need a village you can’t. Some tough decisions later in the game.
Knife
(Action/Attack) $4
+$2
Each other player with 4 or more cards discards 2 cards of the same type.
If the type is Curse/Ruin the player draws 3 cards, Treasure or Action draws 1 card
A discard attack that makes players discard cards of the same type. So its different then miltia and bad in curse/ruin games. Seems strong weak depending on other players strategy
Hunting Camp
(Action ) $4
+2 actions
You may trash a card from your hand.
_______________________________________________
While this is in play if buy a Victory card gain a copper
While this just seems over powered, you better have an end game stragey because your deck could become very clogged very fast. Gardens…….
Rifle
(Action) $5
+3 cards
Choose one : +1 Coin Token or +1 VP token
This sets +3 card variant, pretty simple but could be some tough decisions towards the end game. Might always chose coin token, but dont know.
Moose
(Action) $5
+1 action
Name a card from the supply. Gain two copies of that card putting them into your hand. During your clean up phase put both those cards back into the supply.
I have no idea if this concept would work or how many problems it could create with the lose track rule but I think it could be really fun. Seems like it could be too powerful maybe idk
Shooting Trophy
(Treasure) $5
+$0
When you buy a victory card gain another copy of it putting it on top of your deck.
I like the idea of a good treasure card that helps you get more green, pretty simple card to add and could be crazy for engines
I haven't gone through all the threads to fine out if some of these ideas have already been done. But anyways let me know what you think, what I can do to improve some of the cards, which ones you would play with, and which ones are duds.
Before I begin testing these cards I would like some feedback on them. Thanks
Duck Call
(Action) $2
+ 1 action
+ 2 cards
Choose one: Discard 2 cards or put a card on the top of your deck
A card that helps any deck, very versatile. Should make for some interesting decisions in big money games and engines.
Camouflage
(Action) $2
+ 2 actions
You may choose a treasure card from your hand and play it immediately
A village that really helps draw to X and has some interesting plays with trashing and Tactician. I think it should be fine at $2
Fur Hat
(Action/Attack) $3
+ 1 action
+ 1 card
You may gain a copper. If you do so, each player gains a curse
A 3 dollar cantrip curser!?!? Well when you have to gain a copper everytime you give out a curse this becomes a tougher decision.
Deer
(Reaction/Victory) $3
Worth 2 VP
_________________________________________________
When one of your cards is trashed you may discard this. If you do +2 actions, +2 cards
I wanted a card that beefs up terminal trashers. Combos with cards like develope and trade route. Not always going to have trashing in the kingdom but should still better used then tunnel. I think it should be pretty balanced because you have to use one of your early buys on it to help you accelerate. Might be a little swingy.
Scope
(Action) $3
Look at the top 2 cards of you deck. You may put one of them back into the supply. Discard the rest. + 1 action for each card you discard this way.
A lookout variant with a bonus. It doesn’t force you to get rid of your good cards and if you need a village you can’t. Some tough decisions later in the game.
Knife
(Action/Attack) $4
+$2
Each other player with 4 or more cards discards 2 cards of the same type.
If the type is Curse/Ruin the player draws 3 cards, Treasure or Action draws 1 card
A discard attack that makes players discard cards of the same type. So its different then miltia and bad in curse/ruin games. Seems strong weak depending on other players strategy
Hunting Camp
(Action ) $4
+2 actions
You may trash a card from your hand.
_______________________________________________
While this is in play if buy a Victory card gain a copper
While this just seems over powered, you better have an end game stragey because your deck could become very clogged very fast. Gardens…….
Rifle
(Action) $5
+3 cards
Choose one : +1 Coin Token or +1 VP token
This sets +3 card variant, pretty simple but could be some tough decisions towards the end game. Might always chose coin token, but dont know.
Moose
(Action) $5
+1 action
Name a card from the supply. Gain two copies of that card putting them into your hand. During your clean up phase put both those cards back into the supply.
I have no idea if this concept would work or how many problems it could create with the lose track rule but I think it could be really fun. Seems like it could be too powerful maybe idk
Shooting Trophy
(Treasure) $5
+$0
When you buy a victory card gain another copy of it putting it on top of your deck.
I like the idea of a good treasure card that helps you get more green, pretty simple card to add and could be crazy for engines
I haven't gone through all the threads to fine out if some of these ideas have already been done. But anyways let me know what you think, what I can do to improve some of the cards, which ones you would play with, and which ones are duds.