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This shop sells items that you won't find anywhere else, but it won't stay in one place for very long, so make sure to buy those rare goods when you can!

This is a card with a unique setup instruction that adds 4 new cards to the Kingdom, but the only way to acquire them are by playing a Travelling Shop and buying them. It was made for a fan expansion that I'm working on whose main themes are card combos and Duration cards that stay in play until a certain condition is met. We've played two games with it so far, although they were both the same set.

2
Variants and Fan Cards / Wording Challenge: Planetarium
« on: June 22, 2019, 01:47:27 am »


So this is a Throne Room variant for a fan expansion that I'm working on. The idea is that you bluff and claim to be throning an Action card as something it may or may not truly be. If the player to your left calls your bluff, then if they were correct, you just downgrade the card you set aside. If they were wrong in calling you out, however, it turns into a King's Court. On the other hand, if you player to your left decides to believe you, you throne the set aside card as if it were what you claim it is. The problem, of course, is that its text is an essay that makes even Prince and Native Village look short-winded.

EDIT: On second thought, I can easily predict that this would take nightmarishly long to resolve. How can I delete this thread? (And if I can't, could a mod please do so?)

3
Dominion General Discussion / Different Ages for Different Expansions
« on: June 01, 2019, 10:44:39 pm »
My brother's girlfriend noticed that some Dominion expansions have a recommended age of 13+, while others have 14+. Does anybody have any idea why?

4
Rules Questions / -1 Card token and Draw up to X
« on: May 30, 2019, 01:44:47 am »
If I have my -1 Card token on my deck and play a card that says to draw until I have X-1 cards in my hand or do I still draw up to X?

5
Dominion FAQ / Treasure Cards - When You Play This
« on: May 29, 2019, 02:52:20 am »
Why do Treasure cards with special effects always say "when you play this?" Action and Night cards don't say that, so isn't that kind of implied?

6
Rules Questions / Innovation - Why Set Aside?
« on: May 28, 2019, 11:46:11 pm »
Simple question about Innovation: Why does it need the "set it aside" part? Why can't it just say "you may play it?"

7
Rules Questions / Weird Question
« on: May 26, 2019, 12:09:06 pm »
When I play an Action card, does the number of unused Actions I have decrement before or after the Action card is resolved? I assume before?

8
Variants and Fan Cards / Card + Heirloom Pair
« on: October 24, 2017, 11:36:44 pm »
WARNING: Creation contains some blood and gore in the art for it.

Mad Scientist + Creation

Text for Mad Scientist:

+2 Cards
You may gain a Creation from the trash.
Heirloom: Creation
Type: Action
Cost: $4

Text for Creation:
Choose a card you've gained this turn. Gain a card costing the same as the chosen card.
You may trash this, to play this again.
Type: Night - Heirloom
Cost: $0

9
Variants and Fan Cards / Cost this Card: Bribe
« on: January 18, 2017, 11:51:11 pm »
Bribe 2.1
Bribe 2.0

A Bridge variant that gives twice the cost-reduction that Bridge does, but doesn't work on the first card you buy. Since it's a Bribe, I decided that you can get it from other players buying Golds. It also reduces the cost of Gold just by being in the Supply, so that it doesn't nerf Gold too much.

Bribe 1.0

Basically an Expand with a drawback. I'm not sure if the drawback is harsh enough to make it cost $4, or if it should really cost $5. I want it to cost $4 because I have other $5-cost cards in mind for the fan expansion this card is for.

P.S.: I know that the only good way to really tell is with playtesting, but I just wanted an excuse to post this anyway.

10
Variants and Fan Cards / Harshness of Traps?
« on: January 10, 2017, 10:49:18 pm »
Example Card

Trap

How harsh would you say Example Card is? Weaker or stronger than Cultist? I'm just wondering whether Traps are more or less harsh than Ruins.

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Trap

Dwarven Barracks

Artefact

Witch Hunter

So this is a preview of a mini-expansion I'm working on. It introduces two new card types: Award, and Trapper. Trapper cards are to Traps as Looter cards are to Ruins. Trap is a new kind of junk. Award cards can be gained by accomplishing special tasks during a turn, such as gaining a certain number of cards or playing a certain number of Actions, etc.

12
Mini-Set Design Contest / My Mockups of the Contest Cards
« on: December 17, 2016, 02:12:44 pm »
I've mocked up all of the cards for the newest Treasure Chest expansion (except for Diviner, which already had a mockup). I've modified the wording on some of the cards to make them more closely match official cards, but their functionality remains unchanged. The format [name 1] --> [name 2] means that the name was originally [name 1], but I changed it to [name 2] because the original name is now the name of an official card.

Indulgence

Metropolis

Mountain Dweller

Troglodyte Caves

Mortuary

Renovate

Recycle

Observatory seems a bit too similar to Raze.

Prefecture

Landlord

Storyteller --> Bard

Incantation

Research

Druid

Elixir

Enclave

Barber

Porter

Dancer

Royal Guard

Town Hall

Magic Lamp

Stalwart Mule

Servicemen

Golden Hammer

Wizard

Royal Tutor

Fishmonger

Collector

Tinker

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Variants and Fan Cards / Plague Doctor and Alternate Curses
« on: December 07, 2016, 11:19:17 pm »
Introduction:
Plague Doctor is a reaction card for a mini-expansion of mine. This expansion is basically a sequel to Dark Ages. When using cards with the "Hexer" card type, you replace the Curse pile with a pile of alternate Curses; there are 5 different types of alt Curse and 10 of each type, and before starting the game, you shuffle the alt Curse pile a-la Ruins.



Cards:

Curse of Solitude

Curse of Emptiness

Midas' Touch

Curse of Sorrow

Curse of Paranoia

Plague Doctor



Comments:

Curse of Solitude:
The first is a negative Duchy, but the rest turn them into regular Curses. Still worth -3 VP even if you have 15 Curses and it's the only Curse of Solitude in your deck; only a 2nd copy of itself will make it less harsh.

Curse of Emptiness:
Acts as an Oasis, but takes away more points than any other type of Curse.

Midas' Touch:
Gives money, but takes an Action to use and is (sort of) worth -1.5 VP.

Curse of Sorrow:
Doesn't take or give any VP, but makes you gain a 2nd Curse along with it. You get to choose which type of curse the 2nd one is, though, so it isn't quite strictly harsher than the other Curses.

Curse of Paranoia:
An Estate that you can't get rid of. A free Estate in games w/o trashing.

Plague Doctor:
A (usually) terminal silver/trasher/woodcutter.

Thoughts?



Thanks to Violet CLM for making an easy-to-use Dominion Card Image Maker.



Edits: Buffed Plague Doctor and changed Curse of Emptiness. Fixed typo on Curse of Sorrow (originally gained a Curse from your discard pile), as well as fixed a mistake on Curse of Solitude (was an Action despite being unplayable).

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Variants and Fan Cards / Untested and Unnamed Card Idea
« on: October 31, 2016, 05:44:56 pm »
Version 1:
$1
When you play, gain, or trash this, gain a card costing up to $5 and take <1> for every $ it cost.
Cost: $3
Treasure

Note: <> means debt.

What do you suppose I should name this? Is it too weak or too strong, or neither?

Version 2:
$1
When you play, gain, or trash this, gain an Action card costing up to $5 and take <1> for every $2 it cost (rounded down).
Cost: $3
Treasure

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Variants and Fan Cards / Prince in the Form of an Event: Coronation
« on: September 20, 2016, 10:07:40 pm »
Coronation:
Gain an Action card costing up to $4, setting it aside. At the start of each of your turns, play that Action, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)
Cost: $12
Event

This has not been playtested yet. It probably won't be playtested for a while, seeing as how I've played a whopping TWO games since I went off to college last month.

16
Variants and Fan Cards / Some Cards Based on Enterprise
« on: May 19, 2016, 01:15:42 pm »
Since it is, IMO, the best fan expansion I've ever seen, I've decided to make a couple of cards based on LastFootnote's Enterprise expansion, which you can look at right here.

Barter:
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent.

When you buy this, you may overpay for it. Take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barter 2.0
$1
+1 Buy
When you play this, spend any number of Trade tokens. All cards cost $1 less per Trade token spent. If you didn't spend any, take a Trade token.

When you buy this, you may overpay for it. If you do, take a Trade token for every $1 you overpaid.
Cost: $4+
Treasure

Barracks:
+1 Card
+2 Actions
Gain an Armament from the Armament pile.
Cost: $5
Action

Before anybody states that this is strictly better than Bladesmith (from the original expansion), Bladesmith puts the gained Armament into hand. This doesn't.

Bribe:
+1 Buy
+$2
You may trash a card from your hand. If you do, take two Trade tokens.

When one of your cards is trashed, you may reveal this from your hand. If you do, spend a Trade token. If you do, choose one: Put the trashed card back into your hand; or gain a card costing up to $2 more than the trashed card.
Cost: $5
Action - Reaction

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Variants and Fan Cards / Fan Card: Emporium
« on: May 04, 2016, 12:03:41 am »
I actually thought of this card a year or two ago, but I haven't gotten around to posting it until now for some reason.

Emporium:
+1 Buy
Gain a card costing up to $5 that is not an Emporium, putting it on top of your deck. Each other player may gain a card costing less than the card you gained that is not an Emporium.

When you buy this, play it.
Cost: $5
Action

EDIT: The other players' gaining is optional, and cannot gain Emporiums either.

18
Variants and Fan Cards / Need Help With a Mechanic: Artifact
« on: April 23, 2016, 02:10:18 pm »
Newest Version:
Artifact:
+1 Card
+1 Action
If this is the first time you've played an Artifact this turn, you may remove one of your tokens from the Artifact pile and replace it with one of your following tokens: +1 Card; +1 Action; +1 Buy; or +$1.

Setup: Move your +1 Buy token to the Artifact pile.
Cost: $5
Action

Version 2:
Artifact:
+1 Card
+1 Action
Play the Ruins on your Artifact mat in any order (they stay on the Artifact mat).

When you buy this, gain a Ruins. If it is a copy of a Ruins on your Artifact mat, trash it. Otherwise, put it on your Artifact mat.
Cost: $6
Action - Looter


Version 1:
Artifact:
+1 Card
+1 Action

When you buy this, each player (including you) moves one of his following tokens to the Artifact mat that no player has a copy of on the Artifact mat: +1 Card; +1 Action; +1 Buy; or +$1. Then each player moves their token to the Artifact pile.
Cost: $5
Action

Clarification: If one person chose +1 Card, nobody else may choose +1 Card, and if one person chose +1 Card and another chose +$1, nobody else may choose +1 Card or +$1, etc.
Clarification 2: Choices are made in turn order, starting with the player who bought Artifact.

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Highwayman:
+2 Cards
Each other player takes his -$1 token.
Trash this. If you do, gain a Gold.
Cost: $5
Action - Attack

20
Variants and Fan Cards / Technology Cards
« on: April 07, 2016, 11:08:21 pm »
Cards with the type "technology" cannot be gained or bought, but are still in the Supply. So how do you get them? Some cards specifically mention Technology cards in gaining cards, and others temporarily make them so that they can be obtained.

Here's a base card that's always added when at least one Technology card is in the Supply:

Battery:
$1
+1 Buy

While this is in play, you may gain Technology cards.
Cost: $3
Treasure

And here are two of the Technology cards:

Steam Engine:
+2 Cards
You may spend a Fuel token. If you do, +2 Actions.
You may trash a card from your hand. If you do, take a Fuel token for every $1 it cost.
Cost: $3*
Action - Technology

Clarification: The trashing and the fuel token bonuses are not mutually exclusive, so you can do both. They are in order, however, so you can't spend one of the Fuel tokens you just received.

Mad Scientist:
You may discard a Battery from your hand. If you do, each other player gains a Curse or a Copper, your choice.
You may spend a Fuel token. If you do, each other player gains a Curse or a Copper, your choice.
If you didn't do either, you may discard a Battery from your hand. If you do, take two Fuel tokens.
Cost: $5*
Action - Attack - Technology

Clarification: Again, the first two abilities are not mutually exclusive, so you can potentially give out two Curses with a single Mad Scientist, which is the only thing preventing it from being strictly worse than a Sea Hag.

Clarification 2: Either every opponent gains a Curse or every opponent gains a Copper. You can't discriminate between opponents.

Clock Tower:
Choose an Action card from your hand. Play it now and, if it's still in play, at the start of your next turn.

This costs $2 more if this isn't the first card you've bought this turn. (Applies after cost reduction)
Cost: $0*
Action - Duration - Technology

Clarification: If the card you CTed trashed itself the first time, CT is discarded from play the same turn you played it.

Clarification 2: After you've bought a card, the minimum possible cost for CTs is $2, because the cost increase takes effect after cost reduction effects, which can't reduce its price below $0.

Invent:
Trash a card from your hand. Gain a card costing up to $2 more than it, which may be a Technology card.
If you trashed a Technology card, play the gained card.

Setup: Add an extra Kingdom Action card pile costing $3 or $4 to the Supply. Cards from that pile gain the Technology type.
Cost: $5
Action

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Original Version:
Barracks:
+1 Card
+2 Actions

While this is in the Supply, at the start of your Buy phase, reveal your hand. If you revealed any Treasures other than Copper, take your -$1 token.
Cost: $4
Action


New Version: Like Knights, the different Barracks cards are shuffled into the same pile. They (mostly) have the same cost, but different effects and (probably) names. Only the top card of the pile's auto-attack takes place.

[] means "While this is in the Supply, at the start of your buy phase, you may reveal a Barracks from your hand or a hand containing only Coppers and Estates. If you don't, "

Feel free to suggest names for these.

Barracks 1:
+1 Cards
+2 Actions
Each other player takes his -$1 token.

[] take your -$1 token.
Cost: $5
Action - Attack - Barracks

Barracks 2:
+1 Card
+2 Actions
Each other player takes his -1 Card token.

[] take your -1 Card token.
Cost: $5
Action - Attack - Barracks

Barracks 3:
+1 Card
+2 Actions
Each other player gains a Curse. If he does, he draws a card.

[] gain a Curse.
Cost: $6
Action - Attack - Barracks

Barracks 4:
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand.

[] discard down to 3 cards in hand.
Cost: $5
Action - Attack - Barracks

Barracks 5:
+2 Actions
Choose one: Draw until you have 5 cards in hand; or +1 Card.

[] discard your hand and draw 3 cards.
Cost: $5
Action - Barracks

Barracks 6:
+3 Cards
Each other player takes his -$1 token.

[] discard a Treasure card (or reveal a hand with none).
Cost: $5
Action - Attack - Barracks

Barracks 7:
+3 Cards
Each other player takes his -1 Card token.

[] reveal your hand and put two Victory cards from it on top of your deck.
Cost: $5
Action - Attack - Barracks

Barracks 8:
+3 Cards
Each other player gains a Curse, and if he does, draws a card.

[] trash a non-Victory card from your hand that isn't a Copper (or reveal a hand with none).
Cost: $6
Action - Attack - Barracks

Barracks 9:
+3 Cards
Each other player discards down to 3 cards in hand.

[] the player to your left looks at the top 5 cards of your deck and discards one of them.
Cost: $5
Action - Attack - Barracks

Barracks 10:
Choose one: Draw until you have 7 cards in hand; or +3 Cards.

[] choose an Action Supply pile; shuffle this into that pile.
Cost: $6
Action - Barracks

22
Variants and Fan Cards / New Card: Granary
« on: February 01, 2016, 10:44:09 pm »
This has been playtested ~3-4 times.

Granary:
+1 Card
+1 Action
If there is a card on your Granary mat, put it into your hand. Otherwise, look through your discard pile and put a card from it onto your Granary mat.
Cost: $4
Action

23
Variants and Fan Cards / Bartender and Patrons
« on: January 19, 2016, 10:25:14 am »
None of these have been playtested yet.

Bartender:
+$2
Put this on your Tavern mat. If you do, gain a Patron card from one of the Patron piles.

When you call a Reserve card, you may call this, to put that card back on your Tavern mat.
Cost: $5
Action - Reserve

There are four "Patron piles." Each one contains 5 copies of different cards. Here are the Patron cards:

Mountaineer:
+1 Buy
+$2
Put this on your Tavern mat.

At the start of your buy phase, you may call this, for +$1. (This is not in the Supply)
Cost: $0*
Action - Reserve - Patron

^Not quite the same as Coin tokens because you can't play the same copy multiple times to stack the effect.

Dragon Slayer v1:
+2 Cards
Each other player gains a Curse. Put this on your Tavern mat.

When you gain a Curse, you may call this, to gain a Gold. (This is not in the Supply)
Cost: $0*
Action - Attack - Reserve - Patron

Dragon Slayer v2:
+2 Cards
Each other player gains a Curse. Put this on your Tavern mat.

When you gain a Curse, you may call this, to gain another Curse. If you gained a 2nd Curse, gain a Gold. (This is not in the Supply
Cost: $0*
Action - Attack - Reserve - Patron

Drunkard:
Do this twice: Choose one: +1 Card; +1 Action; +1 Buy; or +$1.
Put this on your Tavern mat.

At the start of your turn, you may call this, to return a card from your hand to the Supply. Each other player gains a copy of that card. (This is not in the Supply)
Cost: $0*
Action - Reserve - Patron

^If you choose to return a card that is not in the Supply, you still return it to its pile, but nobody else can gain a copy of it.

Wanderer:
+2 Actions
If you played this from your hand, put this on your Tavern mat.
Otherwise, at the start of your next turn, +2 Cards.

At the start of your turn, you may call this, to look through your discard pile. You may reveal an Action card from it and play it. (This is not in the Supply)
Cost: $0*
Action - Duration - Reserve - Patron

^If you play it normally, it's just a Necropolis. If you play it with a Wanderer or a Herald, for example, however, you get the Duration effect. Considering raising it to +3 Cards because of how hard it is to trigger.

24
Variants and Fan Cards / Deadly Duo: Ringleader and Cronies
« on: December 31, 2015, 01:11:54 am »
I'm probably not going to change the name of Cronies, but I need a better name than the current "Leader." Anyway, here are the two cards!

Ringleader:
+$2
Choose any number of the other players. The chosen players discard their hands and draw 4 cards.

When you gain this, gain a Cronies from the Cronies pile.
Cost: $5
Action - Attack

Cronies:
+1 Card
+2 Actions
Each other player reveals his hand. (This is not in the Supply)
Cost:$0*
Action - Attack

So the Cronies help you make a more informed decision about whose hands to discard and whose to let them keep. Of course, to make them more useful, Cronies also act as Villages.

EDIT: GeeJo came up with a better name for what is now Ringleader.

25
Variants and Fan Cards / Dual Traveller Progression: Navy/Army
« on: December 16, 2015, 01:57:14 pm »
Since creating new traveller progressions seems to be all the rage now, here's my own attempt at it (and it does branch off, like several other fan progressions):

Base Card:

Grunt:
+3 Actions
If you have your Admiral token, +1 Card.
If you have your General token, +1 Card.

When you discard this from play, if you have no remaining Actions (Actions, not Action cards), you may exchange this for an Ensign. If this isn't the only Grunt you have in play, you may exchange it for a Lieutenant.
Cost: $3
Action - Looter - Traveller

FAQ: You discard cards from play one at a time, so if you have two Grunts in play when cleanup starts, you can only exchange one into a Lieutenant, because when you discard the 2nd one from play, its the only Grunt you have in play.



Navy Progression: Theme: Durations

Ensign:
Now and at the start of your next turn:
+2 Actions
+1 Buy
+$1
Each other player takes his -$1 token.

When you discard this from play, if you didn't buy any cards costing $5 or less this turn, you may exchange this for an Admiral. (This is not in the Supply)
Cost: $5*
Action - Attack - Duration - Traveller

Admiral:
Take your Admiral token.
Now and at the start of your next turn:
+2 Cards
+1 Action

When you discard this from play, put it on your Tavern mat. At the start of your turn, you may put this into your discard pile for +1 Card and +1 Action. (This is not in the Supply)
Cost: $8*
Action - Duration - Reserve



Army Progression: Theme: Choices

Lieutenant:
Reveal the top 3 cards of your deck. Put any number of them into your hand and discard the rest. +$1 per card discarded this way.

When you discard this from play, put any number of Grunts you have in play on top of your deck. If you put at least two on top this way, you may exchange this for a General. (This is not in the Supply)
Cost: $5*
Action - Traveller

FAQ: You cannot exchange a Grunt for another Traveller after putting it on top of your deck, as you never discarded it from play.

General:
Take your General token.
Choose one: Gain a Duchy; or gain a Gold. Either way, put it into your hand.
Each other player gains a Ruins and a Copper.
Cost: $8*
Action - Attack

FAQ: Generals are always used when Grunts are, so Estates are worth 0VP whenever Grunts are in the Supply.

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