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Topics - Whimsical

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Disclaimer: This is my first stab at making Dominion cards, I've probably made some horrible mistakes, but I'm open to criticism. That being said, on to the cards. Note that <> is shorthand for Debt.

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Default
Treasure - Reaction
Cost: $5
$2. When you play this, if you have <>, you can +$3. If you do, advance to your Clean-Up phase.
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When you discard this, you may pay off <>.
When an opponent plays an attack, if you don't have <>, you can reveal this card, take <2>. If you do, at the start of your next turn +1 Card.

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Debtor's Prison
Action - Attack - Duration
Cost: 4
+$2. Each other player with <> discards down to 3 cards, and +$2 for each player that discarded.
At the end of each other player's turn, they take <1> for each card they gained.

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Clashing Forces
Action - Reaction
Cost: 4
The player to your left reveals the top card of their Deck. Reveal the top card of your Deck, if it costs more than your opponent's card, discard it and gain a Silver card putting it to your hand, otherwise trash it.
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When an opponent plays an Attack, you can discard this, then play an Attack from your hand. If you do, trash that Attack.

Well this is my attempt at doing what the guide said not to do, a reaction that hurts the attacker. Hopefully this will offset the issue of people not wanting to buy Attacks while this is out by requiring Attacks, plus if someone does use it on it, it also trashes the Attack the opponent gets to use so it's hopefully not all bad.

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Banker
Action
Cost: <5>
+1 Action
Set aside up to 3 Treasures costing $2 or more from your hand. Draw a card per Treasure set aside, then put those cards on your Deck.

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Fraudulent Transaction
Action - Attack
Cost: 5
You can trash this card. If you do, +$2 and each other player without <> takes <2>.
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While this card is in play, all cards costs $1 less. While this card is in play, when you buy a card, each other player takes <1> (to a max of <5>) if you have not bought a card with the same name this turn.

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Collateral
Action - Duration
Cost: $3
+1 Card
+1 Action
Set aside a card costing between $4 and $7 from your hand (under this). If you do, +$ up to its cost in coins, but during your Clean-Up phase, take an equal amount of <>. During the end of your next turn, if you have <>, lose <> equal to the cost in coins of the card you set aside and trash that card, otherwise discard it.

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Clock Tower
Action - Reaction
Cost: $12*
+1 Action
Trash Clock Towers from the Supply, up to the number of your remaining Actions, then -1 Action for each card trashed.
If you do, and there are no Clock Towers left in the Supply, return all trashed Clock Towers to the Supply, then gain an Action card, costing less than this, from the Supply, putting it in your hand, then play it twice, but return it to the Supply when it leaves play. You can only do this once per turn.
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When you discard this card from play, you can return it to the Supply.
When an opponent plays an attack, you can reveal this card from your hand, trash a Clock Tower from the Supply, then put this card on the top or bottom of your Deck. This costs $1 less for each Clock Tower in its Supply pile, but not less than $0.

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Capricious Village
Action
Cost: $4
+1 Card
+2 Actions
If you play this between...
0:01 and 7:00 +$1, take your -1 Card token.
7:01 and 12:00, +1 Buy
12:01 and 17:00, +1 Card, discard 1 card.
17:00 and 00:00, trash 1 card from your hand.
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Set Up: Each player tells each other player their Time Zone, or lies about their Time Zone. If a player can be shown to be lying about their Time Zone, they cannot play Capricious Village, and all Capricious Villages in their Deck are worth -1 Victory.
I have no idea why I did this. Despite being a silly idea, I still tried to make it balanced.

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Shoddy Bridge
Action - Duration
Cost: $3
Choose one: +1 Buy, +$1.
If you trashed a card this turn, choose both.
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While this card is in play, all cards (including cards in players' hands) cost $1 less this turn, but not less than 0. While in play, when you gain a card with a coin cost of $0, trash it.

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Shady Dealer
Action - Duration
Cost: $2
+1 Card
+1 Action
Select 1 Action or Treasure Supply pile, the next time you buy a card from that pile, it costs $4 less (but not less than 0), but the next time you play a card with the same name as that card, trash it, and this card.

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Auction House
Action
Cost: 1+
If Auction House costs...
$1 or more, +1 Card.
$2 or more, +1 Action
$4 or more: Gain a card costing less than this.
$6 or more: and if you do, put it in your hand
$7 or more: +$2
1 Potion: Choose 1: +1 Card, +1 Action, +1 Buy.
2 or more Potions: +1 Card, +1 Action, +1 Buy.
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When you buy this, you may overpay for it. If you do, this card now costs that much.
Setup: If no other cards use Potion cards, do not include them in the game.
This actually might be the card I'm most interested in getting people's thoughts on.

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Blighted Temple
Action
Cost: $4
+1 Action
+1 Card
+1 Buy
You may gain a Curse, adding it to your hand.
You may set aside any number of Curses from your hand on your Blighted Temple mat. If you do, cards cost $1 less for each card on your Blighted Temple mat, but not less than $0.
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When this card leaves play, discard all cards from your Blighted Temple mat.

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Infernal Oubliette
Action
Cost: $6*
Put this card on top of an Action Supply pile, horizontally. Only the top card of the pile can be gained or bought.
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Setup: Place an Oubliette token on this card's Supply pile.
If this card is not on a Supply pile with an Oubliette token, it instead costs <6>.
When you gain this card, if the next card in the pile is not Infernal Oubliette, gain that card.
While on top of a Supply pile, if a player plays a card under this card, they discard down to 3 cards.
Maybe too much rules text? Not sure.[/b]

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Gerrymandering
Event
Cost: 3<2>
Take the Gerrymandering token.

Gerrymandering Token
In games with Gerrymandering, there is a single Gerrymandering token. When any player, except the player with the token, gains a Victory Card, the player with the Gerrymandering token gains +1 VP token for each Victory Supply pile that costs less than the gained card.

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Divine Whimsy
Event
Cost: N/A
At the start of each round, roll 1d10. If the result is a 1 or 10, at the start of each turn, the turn player gains a card from a random Supply pile and puts it in play, that card returns to the Supply when it leaves play.
This is probably a very swingy card, but it's kind of supposed to be, I like stuff like this every once in awhile.

Version 1 (unedited) of this post: https://pastebin.com/raw/RZz8Eh4k

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