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1
Variants and Fan Cards / Equipment - Update
« on: March 26, 2021, 02:29:45 pm »
Equipment cards

When I introduced the concept of Equipment cards a while back, we had a lot of discussions, though it was mostly about the terminology. On one hand, this allowed me improving the cards and fine tuning the mechanic and it’s terminology; on the other hand, it left the original thread in quite a mess. Moreover, in the meantime I have designed more Equipment cards, improved some of the original ones, and retracted some others. Now, I think it’s time for an update of the Equipment cards. I would like to describe the mechanics and to present those Equipment cards that I currently consider to be the more interesting ones without being too complex and too wordy. I tried to find a good mix of relative simple cards and of cards that provide different aspects of the concept.


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.

Cards



Bowman
– Action
Equipment: Quiver
Quote

+1 Card
+1 Action

+

              You may gain a card               
from the trash.

Quiver
– Action - Equipment

Quote
+1 Card
+1 Action

You may trash this for
+1 Buy and +.
------------------------
            When you have exactly 3             
Action cards in play, you
may Equip this.
Observatory
– Action
Equipment: Telescope
Quote

        Set aside any number of cards         
from your hand, face down
(under this). Draw until you
have 6 cards in hand.
At the start of your next Night
phase, put the set-aside cards
into your hand.

Telescope
– Night - Equipment

Quote

Choose one: Play an Action
card from your hand; or
          trash a card from your hand.         
------------------------
Directly after shuffling your
deck, you may Equip this.


Bowman/Quiver
Quiver is a cantrip, which can be trashed for some bonus. Bowman is a Peddler variant that can gain cards from the trash, including Quiver, whether it’s their own or from another player.
A player can Equip their Quiver any time when they have exactly 3 Action cards in play. This is obligatory and independently of Bowman, i.e. a player can play with Bowman and ignores Quiver and vice versa. Like for most other Equipment cards, each player has a single copy of Quiver available.

Observatory/Telescope
Observatory is a draw-to-X variant that allows setting cards aside before drawing. Those cards go back to hand in the Night phase of the same turn and thereby bypass the rest of the Action phase and the Buy phase. Telescope is a Night card that interacts with Observatory in two ways. It can be set aside by Observatory and still be played in the same turn and it can support Observatory as it allows playing an Action card in the Night. Similar to Quiver, Equipping Telescope is optional. Here, the requirement is simply deck shuffling.





Lady Godiva
– Action
Equipment: Clothes
Quote

+

-------------------------

While this is in play, when
you buy a card, you may
     take to pay less for it.     

Clothes
– Action – Night - Equipment

Quote

You may add 1 of your to
a Supply pile. When a player
buys a card, they take the
from its pile.
----------------------------
Directly after shuffling your
deck, you may take to
 Equip this.


Lady Godiva/Clothes
Lady Godiva is a Kingdom card that uses as a mechanic. I have designed quite a number of cards that extent the ideas of beyond its usage in Empires. If you want to know more about it, here is the original thread, though it is somewhat outdated. Clothes is an Action – Night card that can be played in either of the two phases, thereby providing flexibility of its “taxing” function. Playing it in the Action phase allows getting rid of before the Buy phase starts; whereas playing it in the Night phase allows getting rid of taken in the Buy (or Night) phase.
Adding the Equipment Clothes to a player’s deck is optional and can happen when their deck is shuffled, like with Telescope. However, here it comes with a cost in that the player who wants to Equip Clothes has to take .    







Trident
– Action
Equipment: Cyclops, Harpy, Siren
Quote

+1 Action
Choose one: +; or
Equip one of your Trident’s
        Equipment cards to your hand;       
or gain a card from the trash.

Cyclops
– Action – Attack –Equipment

Quote

+

Each other player reveals
the top 2 cards of their
deck, trashes one of them
costing or , and
          discards the rest. Trash this.         

Harpy
– Action – Attack –Equipment

Quote

+1 Card

           Each other player discards           
down to 3 cards in hand.
Trash this.

Siren
– Action – Attack – Looter – Equipment

Quote

Gain a Cart.

Each other player gains
a Ruins. Trash this.


Trident/Cyclops, Harpy, Siren
When played, Trident offers 3 options. It can Equip one of its not yet Equipped Equipment cards, in this case directly to a player’s hand. The 3 Equipment cards are all Attack cards that can harm other players in different ways and are trashed after being played. Here comes Trident’s 2nd option into the game. Instead of Equipping one of its Equipment cards, Trident can also recover them from the trash. If anything else of value is in the trash, Trident can gain that other card instead. Thus, although the Equipment cards are one-shot Attacks, they can be easily recycled through Tridents, though not necessarily from the same player. Finally, the 3rd option of Trident is simply giving +. Maybe, a player doesn’t have anything to Equip anymore, and there is nothing of value in the trash, or maybe, getting to a certain amount has a higher priority than attacking the other players.







Drummer
– Treasure
Equipment: Drums
Quote



If the Morale is Good,
           High or Excellent, +1 .           

Drums
– Treasure – Morale – Equipment

Quote


 
           If the Morale is Good, High           
or Excellent, +1 .
 Reveal the top Morale.
-------------------------
When you gain a Treasure,
Equip this.

Mahout
– Action – Duration
Equipment: Elephant
Quote

          Either now or at the start of           
your next turn: Trash a card
from your hand. Per it
 costs, +1 Card.

Elephant
– Action – Morale – Equipment

Quote

+1 Action
Reveal the top Morale.
Choose one to gain: A
         Silver; or a Horse; or a Cart.         
-------------------------
Directly after shuffling
your deck, Equip this.


Drummer/Drums
Drummer and Drums are Treasures producing and a potential bonus of +1 . Adding the Equipment Drums to the players decks is almost mandatory, i.e. it can be only avoided if a player manages to never gain any Treasures. In principle, players can play with Drums and ignore the respective Kingdom card, Drummer, though there is a nice benefit when Drummer is played at the right time. These cards include the mechanic Morale, which has been described elsewhere. Briefly, Morale cards form a mixed pile of Boons/Hex-like landscape cards that can either give benefits to players, potentially harm them or are neutral in their effects. The actual Morale is received by all players at the start of their turns until the next Morale is revealed. Revealing the next Morale is done by specific cards like Drums. In addition, some cards can produce an extra bonus, depending on the type of the actual Morale, e.g. Drummer and Drums let the player get +1 , if the Morale is high enough.

Mahout/Elephant
Mahout is a Salvager variant with the choice to use the trash-for-draw ability immediately or at the start of the next turn. The Equipment Elephant is automatically Equipped after the first shuffle. It lets players gain some useful cards, which can be used as fodder for their Mahouts if desired. One of those cards is Cart, a one-shot non-Supply card like Horse. Likewise Drums, Elephant changes the players’ Morale, which becomes effective at the start of their turns.





Kingsman
– Action
Equipment: Harp, Shield, Sword, Trumpet
Quote

+1 Action
Follow the instructions of the
Kingsman’s Equipment cards
on your Cabinet mat.

Equip one of your Kingsman’s
Equipment cards.




Harp
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

        If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Buy.

Shield
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Coffers.

Sword
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Action.

Trumpet
– Action – Cabinet - Equipment
Quote

Put this on your Cabinet mat.

-------------------------

         If this is on your Cabinet mat,         
when you play a Kingsman,
+1 Card.



Kingsman/Harp, Shield, Sword, Trumpet
Kingsman comes with four different Equipment cards, all of which as single copies per player. The Equipment cards are Equipped one at a time in any order when a Kingsman is played. When the Equipment cards are played, they are put on the player’s Cabinet mat. On the mat they gradually improve the abilities of Kingsman when played. In this way, Kingsman starts as a Ruined Village that can be upgraded over time to something more powerful than a Grand Market.





 

Camp
- Action
Equipment: Tent
Quote

+1 Card
+1 Action


         Follow the instructions of a           
Tent on your Cabinet mat.

Equip your Tent.

Tent
– Action – Cabinet – Equipment
 
Quote

+1 Action
You may put this on your Cabinet
 mat. If you don’t: + for each
Camp you have in play.
----------------------------
     If this is on your Cabinet mat, when     
 you play a Camp, +1 Card and
discard this at the start of Clean-up.

Highwayman
– Action - Attack
Equipment: 3 Coaches
Quote

+
Each other player reveals
the top 2 cards of their deck,
 trashes a revealed Coach and
discards the rest.
Choose one: Equip a Coach;
          or gain a card from the trash.         

Coach
– Action – Cabinet – Equipment
 
Quote

          Choose one: +2 Cards and           
+1 Action and gain a Cart;
or put this on your Cabinet
 mat for +2 .


Camp/Tent
Each player has a single copy of the Equipment card Tent, which a player Equips when they play a Camp for the first time. Tent can be used in two different way. It can be put on the Cabinet mat to turn subsequently played Camps into Labs, or it can be left in play to produce + for each Camp that is already in play. If on the Cabinet mat, Tent can wait there until the next Camp is played, i.e. this doesn’t have to occur in the same turn. However, once a Camp is played, Tent is discarded from the mat at the Clean-up phase of the same turn.

Highwayman/Coach
When Highwayman is in the Kingdom, each player gets 3 copies of Coach (not a single copy). Highwayman hunts other players’ Coaches and lets them trash one, if found. Highwayman can also gain Coaches or any other card from the trash, or alternatively Equips a player’s own Coaches. Coaches can be put on the player’s Cabinet mat where they escape any further hunting attempts and grant the player +2 . Alternatively, Coaches can be used as powerful Action cards, though they remain vulnerable to being caught by the opponents’ Highwaymen. One of the bonuses that such Coaches give is a one-shot Cart





Update 21. April 2021: Trident seemed a bit too weak. I buffed it indirectly by giving its Equipment cards a small bonus on top of their attack abilities.


2
Weekly Design Contest / Weekly Design Contest #105: Attack with Choices
« on: February 15, 2021, 04:58:00 am »

Weekly Design Contest #105: Attack with Choices

Design a card that allows the player and/or the opponents to choose between different options.

Example for a player’s choice: Werewolf. A player can use it for drawing or for attacking the other players. This is in my opinion a clever design that combines two seemingly unrelated aspects: Helping your own play versus affecting the play of the other players.

Example for opponent’s choice: Torturer. The attacked players have to decide whether they get junked or whether they start their next turn with a reduced number of cards in their hand. I like the English phrase “caught between a rock and a hard place” to describe the concept of Torturer, although the German phrase (literal translation) “having to choose between plaque and cholera” isn’t bad either.

Giant wouldn’t count in this contest as it doesn't give choices, but rather alternates between attacking and not attacking via the Journey token.


Criteria for judging your cards

Interaction and fun: Don’t create the most brutal attack the Dominion world has ever seen, but rather try to find a clever way that gives the players something to think about. It doesn’t matter much if your card will be dominating games as long as there is a high player interaction. Fun in connection with attack can be sort of misleading, but coming back to the official cards that I have mentioned above: It is fun (for me) to have a card that can be used as an engine component a la Werewolf, but if desired (or forced) for some reason, can be also used to interfere with the game flow of the player’s opponents. In the case of Torturer it is fun (game-wise) to see how the attacked players decide on which pill is less bitter to swallow.

Concept: Probably the major criterion of my judgement. A card that offers a clever and novel concept will score well. If for example just its cost is out of place, it will score better than a well-priced card with an apparently boring concept. Of course, in the end a clever card without flaws (if I am able to find them) will beat a clever card with some flaws, even if minor.

Balance: I try my best to evaluate your card in this respect, but I will probably only figure out whether cards are way too powerful or clearly too weak and not any subtleties. If during the (hopefully upcoming) discussion of your card, someone points out an overwhelming interaction with just one or two official cards, don’t worry. If it is however very likely that hyper-strong combos with official cards are available in a lot of games, better think about some changes of your card.

Text length: Don’t create a card with a wall of text if not necessary. Giving choices comes with a certain text length, but don’t exaggerate it. Don’t misunderstand me here. If you design a clever concept that needs 8 lines of text and every word is worth it and needed, so be it and there will be no penalty for this. However, if you just put a bunch of random options together, resulting in 7 lines of text for example, it will definitely get minus points.

Flavor: Not much to say about this. Just coming back to the examples of the official cards: Torturer has a nice flavor, fitting very well to the card instructions. Werewolf's flavor is to do something productive as a normal person (a blacksmith apparently) during the day and transforming to something evil in the Night.


Submission and deadline

The newest version of your card should be at the top of your first entry (not counting your replies to cards of other people of course). It is helpful when you mention changes of your card in later replies that are related to your card design. If I don’t understand the mechanics of your card and nobody else asked, I will ask about this. If I think your card is not eligible for this contest, I will let you know. Don’t hesitate to ask if something is unclear about the requirements of this contest round.

Depending on the number of entries, the number of late card changes/submissions and things that happen in my real life outside of Dominion, I will give a 24 hours warning in about 6 days (Sunday, 21st February). Then I probably need quite some time for the evaluation of your cards after closure of the card submissions. As it has become a helpful habit, I will list your card submissions sometimes around the warning message for submissions. So, in your own interest, please check it in about 6 days.


3
Variants and Fan Cards / Equipment, Cabinet and Moral
« on: December 07, 2020, 08:51:12 am »
→  Part 2
→  Part 3
→  Part 4


Inspired by Heirlooms, I have designed a couple of cards, which come as single copies per player, called Equipment cards. A notable difference to Heirlooms is that Equipment cards do not replace any of the starting cards, but enter the game a bit later after certain requirements are fulfilled.

As for Heirlooms, Equipment cards are associated with specific Kingdom cards, labelled with a light blue banner which specifies the associated Equipment cards (likewise Heirloom associated Kingdom cards do). The Equipment cards have a light blue color somewhere, in dependency of their types. The idea is that Kingdom cards and associated Equipment cards support each other. Some of cards of these pairs can function independently of each other, whereas others are strictly depending on each other. This concept allows the design of cards that offer mini-games, that would be otherwise overpowered, that trigger effects, which shouldn’t happen too often during games and more. Compared to Heirlooms, Equipment cards do not change the opening turns.

At the start of the game, each player sets aside the Equipment cards associated with the respective Kingdom cards. When taken, they are put to the discard pile, if not otherwise specified. Taking an Equipment is not gaining it, and it can only happen once per game; respective instructions are given on the Equipment or Kingdom cards. When the requirement to take an Equipment card is fulfilled and taking it is optional (“you may take this”), the player has the choice to either take it now or later, when the requirements are met again, or if they prefer to never take it during a game.

The first two pairs of Kingdom/Equipment cards I present here are meant to illustrate the principle and thus are relatively simple: Bowman/Quiver and Observatory/Telescope. In later parts of this thread, I will show Equipment cards going to the Cabinet mat and cards giving players a Moral, which can alter the start of their turns.



         
Bowman/Quiver. Both cards are coin-producing cantrips, with Quiver producing coins via self-trashing and Bowman being able to recover Quivers (or other inexpensive cards) from the trash. As a consequence, trashing Quivers means that they can change their owners. Quivers come in relatively late in the game after players have a certain density of Action cards in their decks.


Bowman
$5 – Action
Equipment: Quiver
Quote

+1 Card
+1 Action
+$1
You may gain a card from
           the trash, costing up to $3.           

Quiver
$0 – Action - Equipment

Quote
+1 Card
+1 Action
You may trash this for
+1 Buy and +$2.
----------------------------
     When you have 3 or more Action       
cards in play, you may take this
(once per game).

----------------------------------------------------------------------------------------------------------------------------------------------



         
Observatory/Telescope. Observatory is a terminal draw-to-X card. It only draws up to 5 cards in hand, but different to official cards, before drawing, cards can be set aside from hand and go back to hand later in the same turn (usually). Telescope supports Observatory in as much as it is a Night card that can be played in the same turn, even when drawn by an Observatory, or when it was set aside. In addition, Telescope itself allows playing an Action card during your Night phase. Players can add it when they shuffle their deck, which is usually at the end of turn 2, but they do not have to if they decide to play the game without its abilities or to take their Telescope after a subsequent deck shuffling.

Observatory
$5 – Action
Equipment: Telescope
Quote
Set aside any number of cards
from your hand, face down
(under this). Draw until you
have 5 cards in hand.
        At the start of your next Night         
phase, put the set-aside cards
into your hand.
Telescope
$0 – Night - Equipment

Quote
Choose one: Play an Action card
from your hand; or put a card
       from your hand onto your deck;       
or trash a card from your hand.
-------------------------
Directly after shuffling your
deck, you may take this
(once per game).


4
Variants and Fan Cards / Carts
« on: October 14, 2020, 06:51:22 am »
Edit: Update 16. Oct. 2020

→  Part 2




Cart
$3* - Action
Quote
+2 Actions
+$2

+1 Card per empty pile.

Return this to its pile.

(This is not in the Supply.)
   I have followed segura’s suggestion and simplified Cart (i.e. I deleted the discarding part).
 
I will leave the original image and its now obsolete description below. Please note that for both versions, all empty piles (not only Supply piles) count for an upgrade of Cart. While there is no official card that has such an instruction as far as I am aware of, piles should be defined as being set up at the start of the game (or if a Fan-made or future official card would allow to form a pile later in the game, it should define it as such). All cards of a non-Supply pile are labeled with “(This is not in the Supply.)” and I think no other cards (e.g. Heirlooms, Shelters, Zombies) that are not part of a non-Supply pile have this note. An exception is the Black Market deck for obvious reasons. It is defined as a “deck” by the card’s set-up instructions. In relation to Cart, I count it as a pile, though in practice that should be rarely relevant anyway.

--------------------------------------------------------------------------------------------------------------------------------------------


Cart
This is a one-shot non-Supply card like Horse. Notable differences
are that the strength of Cart depends on the number of empty piles
(note: any piles, not only Supply piles) and that the number of
cards in the Cart pile is more limited, i.e. 8 for 2 players and 2
more for each additional player.

I hope the text of Cart is unambiguous. If not, here is an example
of how it works: Alice plays a Cart. At that time two piles are empty,
one of them being Carts. Therefore, she draws 2 cards, then discards
one and then returns the played Cart to its pile. When Alice
(or another player) plays a Cart again, she draws one card now
(since the Cart pile is not empty; but the other one still is) and does
not discard a card. Then she returns the Cart to its pile. Of course,
all the way along the Carts produced Actions and $.


To illustrate how Carts interact in the game,
I start with three of the cards that can gain them:
Cart
$3* - Action
Quote
+2 Actions
+$2

+1 Card per empty pile;
then discard 1 card less.

Return this to its pile.

(This is not in the Supply).

   

Glass Slipper
$3 - Action
Quote

+2 Cards

             You may discard a card             
to gain a Cart.

Hector
$3 – Action
Quote
+$2

If one or more piles are
empty, gain a Cart.
-----------------------
When you gain this, if no
             pile is empty, +1 Villager.             
Sleepy Hollow
$4 – Action – Attack - Looter
Quote

Gain a Cart.
 
Each other player may
             discard a Cart to draw a             
card. If they don’t, they
gain a Ruins.


Glass Slipper
Just a cheap and simple card.

Hector
A terminal Silver with a one-time bonus of a Villager as long as no piles are empty, and the possibility of gaining Carts, but only when at least one pile is empty.

Sleepy Hollow
Sleepy Hollow unconditionally gains Carts (if available) and attacks other players. If in hand, opponents have the option of using a Cart for their defense.

5
Variants and Fan Cards / Some cards that deal with Debt in different ways
« on: October 01, 2020, 01:43:30 pm »
I have tried to explorer the design space of Debt tokens a bit further. I have a total of 8 cards so far, with 3 of them being conceptually similar (Serf is shown below). Those cards deal with Debt in rather unusual ways.
I will present them in two rounds with four cards each.

Part 1:


Serf
$2 – Action
Quote
+1 Card
+2 Actions
+1 Buy
Choose one: Return this to
       the Supply; or take 1 Debt and       
discard this from play at the
start of Clean-up.
Feldscher
$2 - Night
Quote
           Take up to 5 Debt to look at           
that many cards from the
top of your deck. Trash or
discard any number of
them and put the rest back
on top in any order.
Lady Godiva
$4 – Action
Quote
+$2
You may add 1 of your Debt to a
Supply pile. When a player buys a
    card, they take the Debt from its pile.   
----------------------------
While this is in play, when you buy
a card, you may take 1 Debt from the
general supply to pay $1 less for it.
Connoisseur
5 Debt – Action
Quote
Trash a card from your
hand. Choose one: Gain a
card costing up to $2 more
        than it; or take 2 Debt and gain         
a card costing exactly $3
more than it.

Serf. The idea is to combine a one-shot feature a la Experiment with the opportunity to keep the card by taking Debt. Serf’s ability is that of a Worker’s Village but for half the cost. After playing it, the player can keep it for a little extra pay.

Feldscher. This has the features of Night Watchman (range) combined with Sentry (power) and the flexibility to choose the number of cards to be inspected. This resembles a bit the overpaying effect of Doctor, though unspent $ are not a limiting factor here.

Lady Godiva. When this is in play, it alters the costs of other cards when bought by taking 1 Debt token instead of paying $1 of their cost, basically allowing the player to buy a card that is more expensive than they can afford with the money available. Then when Lady Godiva is played, a Debt token can be placed on any Supply pile. This has two effects: The debt does not have to be payed back in the next Buy phase and the Debt added to the piles work like Tax. Debt tokens taken by other means can be used the same way.

Connoisseur. This is a Remodel variant either allowing a standard trash-for-benefit or, for some Debt, to gain a more expensive card. This can be helpful for getting some key cards and also late in the game for remodeling $5 cost cards into Provinces.


→  Part 2



6
Variants and Fan Cards / Tales & Stories: Some "simple" cards
« on: September 15, 2020, 11:26:13 am »
My goal is to create a set of Fan cards in the size of a full expansion. I have been working on various mechanics and concepts, mainly over the past few months, although some ideas are several years old now.
 
The theme
It is roughly about Tales and Stories. Some cards try to reference a tale, story or fable, although in some cases in such a subtle way that a particular story is difficult to identify.

The mechanics
Some cards combine or extend some of the existing mechanics in new ways, e.g. cards with changing costs. In the near future I would like to introduce some new mechanics such as Chaplain tokens for trashing and Equipment cards. The latter come in single copies, like Shelters and Heirlooms, but enter the players decks later in the game after some basic requirements are met.

Cards telling a story
A few cards try to reference certain tales or stories more closely; as they are rather more complex, I do not intend to include them in my Fan made set for regular gaming, except when something turns out to fit very well. The first such card I presented recently is Rumpelstiltskin.

Simple cards
While designing cards with fancy and novel mechanics can be a lot of fun, having too many of them can be quite painful in a real game. Thus, I think that a substantial number of cards should be relatively simple. I would like to present those here, starting with the three Action cards Hunter, Gatehouse and Merry Men:

New versions after feedback (19.Sept.2020):



Hunter
$2 – Action
Quote
+2 Actions
 When you play the next Action card this   
turn, for each +$1 it produced, take
+1 Coffers instead.
Gatehouse
$5 – Action
Quote
+1 Card
+2 Actions

Reveal your hand. The player to your
  left chooses one card that you discard.   
+2 Cards
Merry Men
$4 – Action
Quote
+2 Cards
+1 Buy

You may play an Action card from your
hand. If you do, Exile it if you have another
copy of it in play.

Original versions:



Hunter
$2 – Action
Quote
+1 Action
You may play an Action card from your hand.
For each +$1 it produced, take +1 Coffers
instead.
     
Gatehouse
$3 – Action
Quote
+2 Actions
You may reveal your hand. If you do,
the player to your left chooses one card.
Discard it, for +2 Cards.
Merry Men
$5 – Action
Quote
+2 Cards
+1 Buy
You may play an Action card from your
hand. If you do, Exile it if you have any
copies of it in play.

Hunter. Allows playing a card without using an Action. If that card provides an Action, Hunter effectively turns to a Necropolis. If it’s a terminal card, the player still has an Action from Hunter. If it produces +$, Hunter converts them to Coffers.

Gatehouse. To separate the wheat from the chaff; unfortunately your opponent is the bouncer. Only junk cards in your hand? Sure no problem, go for it. Expecting better cards in your deck? Might be worth it. Already a key card in your hand? Better play it or even better, play it before Gatehouse.

Merry Men. Similar to Imp, but with the possibility to play a card that already has copies in play, although with the caveat that it will be Exiled. Perhaps, you want to gain another copy anyway.


→  Part 2
→  Part 3
→  Part 4



7
Variants and Fan Cards / Tales & Stories: Rumpelstiltskin
« on: August 31, 2020, 05:03:31 pm »
Rumpelstiltskin. This is based on a German fairy tale in which a King forces a Miller’s daughter to spin straw into Gold overnight. In this hopeless situation, she gets unexpected help from the gnome Rumpelstiltskin, who does the job for her for a favor. After doing this twice, he is only willing to do it in the next night again if she will give him her child once it is born. When that eventually happens, the gnome claims her child if she cannot correctly guess his name. After a few unsuccessful attempts, she finds out his name, which leads to his immediate disappearance.




Rumpelstiltskin
$3 Night
Quote
Name a card, then reveal the top
card of your deck. If it’s the named
card, +1 Coffer and +1 Villager
and trash this.
--------------------------------
When you gain this, you may trash
a Copper from your hand. If you
do, gain a Gold.

8
Variants and Fan Cards / Some cards with changing costs
« on: August 27, 2020, 03:40:38 pm »
Inspired by the cards with varying costs in Menagerie, I played a bit with different concepts of changing costs:

           

Palisade
$4* Night - Duration
Quote
While this is in play, when another
player plays an Attack card,
it doesn’t affect you.
At the start of your next turn,
+1 Card and +$1.
-------------------------------
This costs $1 less as long as no Attack
card has been gained in this game.
Palisade. A structure that protects
against attacks. When attacks are
not in sight, maintaining it is cheaper
and people care about other things.
     Dyke
     $4* - Victory
     
Quote
     Worth 2VP per empty Supply pile.
     -------------------------------
     This costs $1 more per empty Supply pile.
Dyke. Supply is needed to rebuild
the dyke. The more is put into it the
more valuable the land behind it.

     Souk
     $6* - Action
         
Quote
     +1 Card
     +2 Actions
     +$2
     -------------------------------
     This costs $1 less per empty Supply pile.
Souk. Like a Summer sale. They want
to sell their stuff before the season ends.


9
Assuming the following scenario:
I play a Band of Misfits or an Overlord (with the new Command type) and choose a duration card as target, which happens to be the last one of its pile (and due to the Command instruction remains there). Then an opponent gains that card before my next turn, thereby emptying that pile.
At the start of my next turn, can I play the second part of the duration card, which now is not anymore there?
 
What happens in this situation, if I have chosen Haven (or Gear) as target, and set aside card(s) to them, and thus move them to the respective supply pile?

10
Variants and Fan Cards / Overpaying for other cards
« on: January 04, 2019, 05:53:19 am »
I just had an idea that the overpay mechanic from Guilds could be extended to the purchase of other cards. I am not aware that anyone else came up with this before.

For example:

Quote
Village Carpenter
Action
Cost 3$

+1 Card
+1$
-----------------------
While this is in play, when you buy a card,
you may overpay for it. For each $1 you overpaid:
+1 Villager.

Obviously, the important part in this context is below the line.
The on-play effect "+1 Card, +1$" is secondary. I first had "+2 Cards", then "+2$" in mind, but felt that those options are too common, especially in the recent expansion Renaissance. So, "+1 Card" somehow requires some need for +Actions, and +1$ provides a limited economy for overpaying later.

What do you think?

11
When I receive the Hex Famine (Nocturne)...



...I have to shuffle revealed non-Action cards back into my deck.

When I have bought the Project Star Chart (Renaissance)...



...I am allowed to pick one card before shuffling to place it on top of my deck.

Am I allowed to pick one card of my deck to go on top after receiving Famine?

12
Variants and Fan Cards / Windmill (Action)
« on: July 19, 2014, 05:46:53 pm »
Because some people once mentioned that it is not nice to introduce a card without comments, I wrote this.
Code: [Select]
Windmill (Action)---(2)
Choose one:
+2 Cards
or
+2 Actions
---------------------------
When you gain this card, you
may put a card of your choice
from your discard pile on top of your deck.
If you do, each other player draws a card
and then discards a card from his hand.

13
Variants and Fan Cards / Bomb v2
« on: July 17, 2014, 03:33:41 pm »
Maybe:
Code: [Select]
Bomb(Action)---(0)
+1 Buy
Trash a card from your hand.

14
Variants and Fan Cards / Scissors Grinder (Action)
« on: May 05, 2014, 12:07:35 pm »
Sort of a hybrid of Peddler and Stonemason:

Code: [Select]
Scissors Grinder (Action)---6*+
+2 Cards
+1 Action
Discard a card from your hand.
------------------------------
During your Buy phase, this costs (1) less per
Action card you have in play, but not less than (2).
When you buy this, you may overpay for it.
If you do, gain an Action card costing the amount
you overpaid.

15
Variants and Fan Cards / Council of Elders
« on: April 30, 2014, 01:10:29 pm »
Council of Elders allows gaining strong Village variants, each of which are unique and one-shots, i.e. they are trashed after they have been played. The strongest cards are at the bottom of the pile, and thus more difficult to gain. Most of the Village Meeting cards are stronger versions of already existing cards, but don’t forget, they are unique, and they are one-shots.

I am not sure whether the order of the different Village Meetings is correct, e.g. if #10 is stronger than #9. Also, some might be overpowered, even as one-shots. However, right now I am rather interested on getting feedback on the concept.

Code: [Select]
Council of Elders (Action)---(4)
+1 Action
Take a coin token.
Choose one: Pay a coin token and gain a
Village Meeting from the trash, putting
it into your hand, or look through the
Village Meeting pile. Pay any number of
coin tokens and set aside an equal number
of Village Meeting cards. Put the card into
your hand that is now on top of the pile.
Put the set aside cards back in the original order.

Setup: The 10 unique Village Meeting cards form an extra pile with #1 on top, followed by #2 etc.

Code: [Select]
Village Meeting #1 (Action)---(3*)
+1 Card
+1 Action
You may discard a card from your hand.
If you do:
+1 Action
Trash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #2 (Action)---(3*)
+2 Actions
+1 Buy
You may reveal 3 treasure cards
from your hand. If you do:
+2 Cards
Thrash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #3 (Action)---(3*)
+1 Card
+2 Actions
+1 Buy
Trash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #4 (Action)---(3*)
+1 Card
+2 Actions
Take a coin token.
Trash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #5 (Action)---(3*)
+1 Card
+2 Actions
+ (2)
Trash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #6 (Action)---(3*)
+3 Cards
+2 Actions
Discard 2 cards from your hand.
Trash this.
----------------------------
When you gain this, look through your
discard pile, reveal any number of Action
cards from it, and shuffle them into your deck.

Code: [Select]
Village Meeting #7 (Action-Duration)---(3*)
+2 Actions
+ (1)
At the start of your next turn:
+1 Card
+1 Action
Trash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #8 (Action)---(3*)
+1 Card
+2 Actions
Trash this.
----------------------------
When you gain this, gain a card that costs
up to (5) that is not a Village Meeting.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #9 (Action-Duration)---(3*)
+2 Cards
+2 Actions
At the start of your next turn:
+1 Card
+1 Action
Trash this.
(This card is not in the Supply.)

Code: [Select]
Village Meeting #10 (Action)---(3*)
+2 Cards
+2 Actions
+1 Buy
You may gain a card from the trash.
Trash this.
(This card is not in the Supply.)


16
Variants and Fan Cards / Yin & Yang
« on: April 30, 2014, 11:28:01 am »
Two cards, which are available as a pair of piles in the same Kingdom.

Code: [Select]
Yin (Action-Attack-Reaction)---(3)
+1 Card
Discard a Yang card. If you do, gain a Spoils from the Spoils-pile.
Each other player gains a Copper.
---------------
When another player plays a Yang card,
you may set this aside from your hand.
If you do, then at the start of your next turn,
+1 Action and return this to your hand.

Code: [Select]
Yang (Action-Attack-Reaction-Looter)---(3)
+1 Action
Discard a Yin card. If you do, take a coin token.
Each other player gains a Ruins.
---------------
When another player plays a Yin card,
you may set this aside from your hand.
If you do, then at the start of your next turn,
+1 Card and return this to your hand.

17
Variants and Fan Cards / DOMINION-War and Peace
« on: April 16, 2014, 12:50:51 pm »
DOMINION - WAR AND PEACE (gambit05’s fan expansion)

Here now (most) of my remaining fan cards with some comments. Cards were only play tested in a limited number of games, if at all. The idea of this fan expansion is to provide my family (3-5 players) with some new cards and concepts, but mainly based on existing ideas. We have played together all the expansions, but having little experience with The Guilds. Unfortunately, since my only playing group (with rare exceptions) is my family, I do not have a good opportunity to extensively play test my cards (without showing them to them, which would take the surprise). If any of you thinks the one or other card sounds interesting, please feel free to test it and/or to provide some feedback. That would really help.

Basically, this fan expansion combines different aspect of various existing expansions, mainly concepts from Dark Ages (Ruins), The Guilds (Coin tokens), Seaside (Duration), and Alchemy (Potion cost cards). Several cards are, on purpose, crossovers; a thing a fan expansion can do much easier than an official expansion. I am aware that many of my cards need to be balanced, or may be even not suitable at all. However, even if I end up with only a small number of cards, but relatively balanced, would be fine.

The first four cards I have introduced in separate threads:

Lab Assistant

Plague

Mountain Village

Penny Pincher


Here are the other cards:

Code: [Select]
Monastery (Action-Duration)---(4) P
+1 Card
Gain a card costing up to (5).
At the start of your next turn, +1 Card
You may trash a Treasure card from your hand.
If you do, gain a card costing up to (5).

A duration card that allows you to gain a strong card or even two, if you are willing to trash a treasure card in your second duration turn. This is in most cases a no-brainer, especially when the card to be trashed is a Copper. Thus, despite of the card gaining ability, Monastery also allows you to get rid of your cheap treasure cards. Since this card appears to be quite powerful, its buy requires a potion.


Code: [Select]
Mintage (Action)---(5)
+3 Cards
+1 Action
Each other player takes a Coin token.

Mine, Mint? Why not trying Mintage? A strong card for a reasonable cost, which is helpful in engine-based decks. The drawback is that the other players get a benefit as well. Mintage has some similarity to Council Room, with the notable exception that the Coin tokens are not vulnerable to discard attacks.


Code: [Select]
Pandora (Action)---(5)
If there are any cards in the trash costing
from (3) to (6), gain one of them.
Otherwise, play any card from the Pandora’s Box pile
and trash it. +(3), if that card costs up to (4),
or +(1), if that card cost more than (4).
Setup: Each player chooses 3 Action cards (same or different)
with a cost of (3) to (6) that are not in the supply.
Those cards form the Pandora’s box pile.

Sort of Mini-Black Market for one-shots combined with Rogue’s ability to dig cards from the trash. Unlike Black Market, the players have an influence on which cards are in the Pandora’s box pile, and importantly, they can choose which card out of this pile they want to play. If it is a cheaper card, they are rewarded with more virtual coins.


Code: [Select]
Interest (Treasure)---(5)
(1)
When you play this, take a Coin token
for 3 Treasure cards that you reveal from your hand,
and take a Coin token for each 3 Coin tokens that you have.
After the Clean-up phase: Put any Coin tokens that
exceed 10 in your own supply back to the general supply.

A Treasure card that makes money, well, out of money. The more money you have, the more you get. Just like in real life. To prevent too much craziness, a limit of Coin tokens that you can keep has been introduced.


Code: [Select]
Dragon Egg (Action)---(5)
+2 Actions
Trash this card. If you do, gain a Young Dragon.

We all know this concept from Dark Ages’ Hermit and Urchin, which, under the right circumstances, can transform to Madman and Mercenary, respectively. Strong cards in many Kingdoms. Here, I extended the concept to a chain of 3 cards: Dragon Egg – Young Dragon – Dragon. Well, a Dragon Egg itself is relatively unspectacular. However, it easily allows hatching out a Young Dragon, which is a hand attacker. Play one more Action card, and there it is, a fiercely Dragon. The Dragon is quite brutal, allowing the choice of 3 different attacks with some benefit for the attacker as well.

Code: [Select]
Young Dragon (Action – Attack)---(0*)
+2 Cards
Each other player with 5 or more cards discards two cards.
If you play an Action card, put this card back to the supply.
If you do, gain a Dragon.
(This card is not in the Supply.)

Code: [Select]
Dragon (Action – Attack – Looter)---(0*)
Choose one:
Each other player gains a Ruins. Take a Coin token.
Or
Each other player gains a Curse. Take a Silver.
Or
Each other player discards cards down to 3 cards.
Take a Spoils from the Spoils pile.
(This card is not in the Supply.)

Cruel, just cruel. A never ending story of pain. But, is the Dragon fast enough?

----------------------------------

Code: [Select]
Silo (Action – Duration)---(5)
Set aside up to 5 cards from your hand.
At the beginning of your next turns,
put any one of those cards into your hand.

Some sort of tactical Haven. Forget about this turn and profit from that in your coming turns with the flexibility for having the choice, which of the set aside cards you put into your hand.


Code: [Select]
Ruin Sentinel (Action – Attack – Looter)---(6)
Each other player gains a Ruins and reveals his hand.
+(1) for each revealed Ruins.
Setup: Each player replaces a starting
Estate or Hovel with a Ruins# card.
The choice of the Ruins# begins with the player
right to the starting player and
continues counter-clockwise.

An attacking card, which profits from the number of Ruins in the other player’s hands. In addition, 8 unique Ruins# have been introduced, each with their own pros and cons. Each player starts with one of those Ruins#. The player being last in the game has the first choice, which Ruins# he wants. This gives some compensation, which might be especially important with a larger number of players. Since some Ruins# seems to favour a too quick progress early in the game, they are restricted to games with 4 or more players. I am sure that some of you dislike some of the Ruins#, but I hope that the general concept is reasonable.


Ruins#:

Code: [Select]
Abandoned Tunnel (Reaction-Ruins#)---(0)
When you discard this other than during a Clean-up phase,
you may reveal it. If you do, gain a Copper.
You may trash this card.

Code: [Select]
Damned Plaza (Action-Ruins#)---(0)
You may discard a Treasure card. If you do,
gain a Coin token, putting it on your discard pile.
When you reshuffle your deck, take the Coin token
to your own Coin token supply.
You may spend it in any Buy phase.

Code: [Select]
Ruined Vineyard (Victory-Ruins#)---(0)
Worth 1 VP for every 3 Ruins in your deck (rounded down)

Code: [Select]
Poisoned Potion (Action-Ruins#)---(P)
Gain a Potion and a Curse.
You may trash up to 3 cards from your hand.

Code: [Select]
Rat’s Hole (Action-Ruins#)---(0)
Gain a Rats from the Rats pile.
When you trash this card, put it on any supply pile.
When a player gains a card from that pile,
he also gains the Rat’s Hole.
Setup: Add the Rats as an extra Kingdom card pile.

Code: [Select]
Abandoned Haven (Action-Duration-Ruins#)---(0)
Set aside a card from your hand face down.
At the start of your next turn, put it into your hand.
(Only available with 4-6 players)

Code: [Select]
Damned Mountain Village (Action-Ruins#)---(0)
You may reveal three Treasure cards from your hand.
If you do, +1 Card.
(Only available with 4-6 players)

Code: [Select]
Ruined Monument (Action-Ruins#)---(0)
Discard a card from your hand. If you do, +1 VP
(Only available with 4-6 players)


Code: [Select]
Cardinal (Action-Victory)---(6)
+6 Cards
+2 Actions
+(2)
Return this card to the Supply.
-------------------------
Worth 1 VP for every Cardinal in your deck.

This card causes a dilemma. Do you want the massive benefit by playing it? If yes, then it is a one-shot. Or do you want to use the Cardinal for alternate Victory points? Then it is a dead card in your deck.
In the original version, the card abilities were less strong, but when played, the card was passed to the player to your left.


Code: [Select]
Merchant (Action)---(6)
+1 Action
Discard up to 3 cards from your hand.
Choose one:
Draw cards until you have 6 cards in your hand
or
trash up to 3 cards from your hand.
+1 Card for each card trashed.
Take a Coin token.

A mix of discarding, trashing, and drawing, spiced up by the possibility to get a precious Coin token.


Code: [Select]
Dragon Slayer (Action-Reaction)---(4)
+2 Cards
+(1)
-------------------------
When an Attack card is played, you may return
this card from your hand to the Supply.
If you do, gain 2 cards, each costing up to (4).

A Reaction card that doesn’t prevent the Attack, but enables gaining cards. Notably, this card can react to your own attacks.


Code: [Select]
Market Woman (Action)---(3+)
Take a Coin token.
You may return up to 5 Coin tokens to the Supply.
For each Coin token returned, you can choose one:
+1 Card, or +1 Action, or +1 Buy, or gain a Silver.
-------------------------
When you buy this, you may overpay for it.
For each (1) you overpaid, take a Coin token.

Inspired by Guilds (of course) this card has an overpay option. However, Market Woman allows an additional usage of the Coin tokens, i.e. they can be spent to increase Market Woman’s abilities.


Code: [Select]
Wizard (Action)---(4) P
Reveal the top 4 cards of your deck.
Choose one: Play 2 revealed Action cards in either order
or
Play one revealed Action card twice.
Discard the other revealed cards.

Somehow a mixture of Golem and Throne Room, providing on one hand more flexibility, but being on the other hand more restrictive. 


Code: [Select]
Traveller (Action-Reaction-Looter)---(3)
+1 Card
+1 Action
Gain a Ruins from the Supply and play it.
The player to your right puts it into his hand.
----------------------------
When you gain a Card outside the Buy phase,
you may reveal this from your hand. If you do,
put any 2 cards from your discard pile into your hand.
The player to your left gains this card.
All other players (not you) draw a card.

This might look like a weird card for most of you (I hope it isn’t). The player specifically penalises the player to the right, and when used as a reaction, gives an advantage to the player to your left (both are considered as a “no-go area” in the Dominion world). However, despite this Ping-Pong effect, there is more to the Traveller. It is a Looter, and it allows you to put cards of your discard pile into your hand. Crazy? Maybe.


Code: [Select]
War (Action-Attack-Looter)---(4)
+2 Cards
Each other player gains a Ruins
When at least one player gained a Ruins:
+1 VP

Code: [Select]
Peace (Action-Reaction-Looter)---(3)
Each other player reveals his hand.
Players revealing one War card take a Coin token.
Players revealing more than one War card
gain a Ruins. If at least one player reveals a Peace card,
they and you take a Coin token.
----------------------------
When another player plays a War,
you may discard this from your hand.
You are unaffected by the Attack. +1 Card.

Another dual card concept, but here, both cards are in supply piles (Peace being an additional supply pile) of the Kingdom and can be gained independently from each other.


My next 3 cards were originally Duration cards. When I presented them in the German Dominion Forum, people suggested to transform them to Activation cards, a new and nice concept introduced by LastFootnote (see Activation). And here they are:

Code: [Select]
Fish Market (Action-Activation)---(4)
+2 Cards
+1 Action
+1 Buy
----------------------------
When you activate this, discard it and
discard a card from your hand costing (3) or more.

The original Duration card was:

Code: [Select]
Fish Market (Action-Duration)---(4)
+2 Cards
+1 Action
+1 Buy
----------------------------
At the start of your next turn, when you have 4
or more cards in your hand, discard 2.


Code: [Select]
Patrol (Action-Activation)---(5)
While this is in play, and another player plays
an Attack card, you may discard it.
If you do, you are unaffected by that Attack.
----------------------------
When you activate this, +1 Card, +2 Actions.
Discard this card.

The original card:

Code: [Select]
Patrol (Action-Duration)---(3)
Take a coin token.
At the start of your next turn, choose one:
Keep this card in play. When another player
plays an attack card, you may discard this card.
If you do, you are unaffected by that attack.
Or
+1 Card
+1 Action


Code: [Select]
Weapon Dealer (Action-Attack-Looter-Activation)---(6)
+1 Action
You may return a card, costing (0)
from your hand to the Supply.
If it is a Ruins, +1 Card.
----------------------------
At the start of your next turn,
while this is in play, take a Coin token.
----------------------------
When you activate this, each other player
gains 2 Ruins. Discard this card.

The original card:

Code: [Select]
Weapon Dealer (Action-Duration-Attack-Looter)---(7)
Take a coin token
----------------------------
At the start of your next turn:
Choose one:
Take a coin token and
keep this card in play.
Or
Each other player gains 2 Ruins.

As you can see, there are also some changes in costs and abilities between the original Duration versions and the current Activation versions. In contrast to the Duration cards from Seaside, Patrol and Weapon Dealer (as Duration cards) have the option to keep the card in play for more than a second turn.
I didn’t have a close look to LastFootnote’s Activation cards, but I have read the general ideas behind them. So, I guess my cards might be quite similar to some of his cards. To be honest, I would prefer to have my cards as Duration cards (with the abilities of the Activation versions); just to avoid introducing in my expansion a new concept that isn’t even my own idea. If however, people think that the Activation cards fit better, then I go for it.


18
Variants and Fan Cards / Penny Pincher
« on: April 14, 2014, 12:08:16 pm »
The idea of this card is to have a different starting hand (like the Shelters from Dark Ages). A Penny is worth a copper, but has additionally the victory points. The more Pennies in your deck, the more Victory points are the Pennies worth. The Penny Pincher on the other hand hunts the Pennies.

Code: [Select]
Penny Pincher (Action-Attack)---(4)
Each player (including you) trashes a Penny from their hand, or reveals a hand without Pennies.
The players who trashed a Penny draw one card.
Take as many Pennies from the trash as you want.
Setup: Replace two starting Coppers with two Penny cards.

Code: [Select]
Penny (Treasure-Victory)---(0*)
(1)
Worth 1 VP for every Penny in your deck.

19
Variants and Fan Cards / Plague
« on: April 14, 2014, 12:05:13 pm »
Code: [Select]
Plague (Action-Attack-Looter)---(2+)
You may play a Ruins card from your hand.
Put it on top of the Ruins pile.
When you buy this, you may overpay for it.
Each other player gains a Ruins card
for each (2) you overpaid.

20
Variants and Fan Cards / Mountain Village (Action)
« on: April 14, 2014, 11:13:16 am »
A Village variant:

Code: [Select]
Mountain Village (Action)---(3)
+2 Actions
+1 Buy
You may reveal three Treasure cards from your hand.
If you do, choose one:
+1 Card
Or +2 Cards, and the player to your left chooses
one of your revealed Treasure cards that you discard.

21
Variants and Fan Cards / Lab Assistant
« on: April 13, 2014, 12:17:54 pm »
Code: [Select]
Lab Assistant (Action]---(2)
+1 action
Choose one:
+1 card or +1 action
or
get a Potion
or
trash a Potion and +3 cards.
 

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