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Variants and Fan Cards / Fan Mechanic: Jail
« on: July 19, 2022, 01:56:52 pm »
The Secret History for Menagerie having Exile be called "Jail" inspired me to create a Wild West expansion. The main mechanic of the expansion is the Jail mat, which looks like this:


I'm aware this concept is a bit interaction-heavy for what the classic flavor of Dominion is, but I've been looking to create a particularly interactive expansion. I've tested the concept with my partner preliminarily and the Jail mat adds an interesting extra layer of strategy, as a pseudo-trasher pseudo-gainer. Below are the 8 cards I'm looking to use the Jail mat in this expansion. I'm looking to see if anyone sees something glaringly wrong with these before I playtest them, as someone might catch something weird about the Jail mat before I do. Any and all feedback is very much appreciated!!




Here are some descriptions of what I'm going for on each card:
Deputy: A simple "trasher" that can become an engine piece later in the game.
Detective: A workshop variant that, when Jail is allowed to fill up, can start gaining you two cards each time you use it.
Framer: A Jail attack. (The discard pile bit is so that the attacked player doesn't get an immediate benefit from any Jailing the card makes them do.)
Outlaw: A restrictive Band of Misfits that starts gaining you a few cards later in the game.
Prison Yard: If my logic is correct, Jail allows for a non-bonkers Village-Remodel variant.
Renegade: An unpredictable card that cares about Jail whose strength comes in gaining you a second card on later turns.
Sheriff: A smithy-like card that eventually may allow you to "upgrade" a card in your hand. Combos with itself to incentivize that.
Traitor: Pearl-Diver/Spy inspired. The discarding a card means this doesn't become a Lab once three cards are in Jail.

Thanks for taking the time to read!

2
Variants and Fan Cards / Card Type Concept: Tools
« on: April 06, 2020, 11:30:24 pm »
So I'm working on a fan expansion to Dominion, and I've had this idea floating around in my head for a while: What if a card was automatically played from your hand whenever it was in it? Enter "Tools," a separate type of card I'm testing out. The official rules for Tools as they stand now are as follows (and major thanks to crlundy for helping me find a good wording for this!):

Tools have different backs to regular cards. At the start of your turn, or directly after playing a card, you must play any Tools from your hand. This does not cost an Action; if you have multiple tools in your hand, you may play them in any order. Tools (except for Cursed Antique and Broken Sword) are regular Kingdom cards that exist in the Supply like any other card. Tools are their own type of card.

What follows are all my ideas for Tools, with brief comments on each below. I haven't playtested any of them yet, but would love to get feedback on them to see if there are any glaring issues before I start doing so. Thanks for reading!!





Armor: Tries to be its own Jack-of-All-Trades and help against certain attacks. It trashes from discard so it can also trash any tools you don't want (since they're almost never in your hand long enough to be interacted with).
Axe: A forced remodel that doesn't cost an Action, nor does it lower your handsize further with the trash.
Bag of Holding: A Workshop that doesn't disrupt your flow.
Bow and Arrow: I wanted to make another card that interacts with the discard; I ended up with (I think) a stronger Harbinger.
Compass: My poster-child for the risk/reward idea behind Tools. Don't know if the cycling is powerful enough to make it cost more, but the fact that it's mandatory feels like it could ruin your day enough to be lower.
Moccasins: I wanted more card-draw cards, but card draw that takes up no resources seems powerful. So here's a true-blue Smithy, you're just always forced to play it. I'd like to believe the cases where you get to use it for free balance out the ones where it kills your Action potential, but I'm SO willing to be convinced that it needs to be spruced up. Maybe +4 Cards?
Rations: A village that can never be drawn dead.
Spellbook: A band of misfits that makes playing cheaper cards even more appealing by making them actionless.
Sword: +2 Cards by itself seemed too boring at $6. Being forced to discard I think is more strategic, and this makes use of Fugitive's text on a true-blue Kingdom card.
Telescope: Combining the flavor of Navigator and Lookout. Might be too strong.
Wagon: A way to get that elusive +Buy, and in some circumstances an extra card when you would have drawn an Action dead.
Battalion & Broken Sword: The +3 Cards is there to prevent a slog. Broken Sword feels a little oppressive, but it can never be worse than a Militia; I don't know if its persistence would slow everything down too much.
Charlatan & Cursed Antique: A curser that keeps on giving. Note that the trashing a card from play means you can trash a Cursed Antique, so there's no board where you're stuck with them forever.

Again, any feedback is greatly appreciated, and as a reminder, none of these are playtested, just ideas until I get a sense they're worthy enough to bring to the game table. Thanks again for humoring me and reading all of this!!

3
Variants and Fan Cards / Dominion: Nobility
« on: February 06, 2019, 01:04:46 am »
Hello! This is my first ever fan expansion for Dominion. Its primary theme is action enabling; many cards in this set synergize with Action cards and give you new ways to set off and set up Actions. Its secondary theme is a new mechanic: payment. Any card that says "you may pay" allows you to use money to improve the card's capabilities. You may play coffers, spend Treasures (in which case you lose any money produced by it you don't use), or use the money already given to you by other Action cards in play. You are permitted to immediately pay multiple times for an effect on a payment card unless otherwise stated.

This expansion is technically "done," purely in the sense that I've printed all of the cards. Nonetheless, I am still 100% receptive to feedback and improvements, because I am going to keep making more cards and still enjoy thinking about these ones. These cards were made over the course of a little over a year, so the quality varies between my earliest cards and most recent. Here are the cards, which I will explain in more detail below:




Almoner: Gives you what you don't have. This was hard to balance and hard to make concise (some of the wording suffers), but it gives a nice mixture of effects, imo.

Assassin: This is the end result of trying to create an Attack card that uses payment. The idea that you have to save money from your buy phase to use it is sort of interesting imo, but it's so wordy, potentially political, and swingy that I think it's one of the worse cards in the set.

Audience: A distant relative of Raze, this card makes up for its lack of power in its choices of how to use it. Get 1 coin, or make it a cantrip, or sift through your deck, or potentially make this a lab (or even more) by paying a lot.

Burgrave: A comparatively simple card that fills a lot of niches. There are two attack-reactions in this expansion because there are quite a few nasty attacks in here, and I personally like attack-reactions best. I tried a lot of under-the-line effects, but I like this version most, and it's a nice bonus that this fills the gainer role in the expansion.

Camarilla: One of a few cards in this expansion that's powerful with a drawback. When I was playtesting it, the player interaction was fun.

Castle Grounds: This was made before Renaissance happened. It is meant to give leave you with 1 Action if you play it when you have 0, but there was no easy way I could find to write that out without cluttering up the card.

City State: The VP for this will vary from board to board, but the nice thing is that if you're on a board with no villages, you'll probably find this more valuable. "+Actions" means count the number of Actions written on the card. Fishing village would be 3, for example.

Dictator: I like the effect of Saboteur, so here's my attempt to implement its mechanic in a less punishing way. While it's situation-dependent, its effects end up balancing out most of the time.

Diviner: Slightly better than a cantrip, but very good if you manage to fulfill the under-the-line text. I think it's very thematically appropriate too.

Endowment: One of the stranger cards that requires you to think about how to time things.

Frankincense: A Villa inside a Treasure. It was tested producing $1 for a while (some iterations with extra effects), but losing all your money while waiting for the cooler effect was enough of a drawback for it to be $2. It can lead to some interesting turns where you have to decide if a bird in the hand is worth two in the bush.

General: A Farming Village-esque card that gives you a lot of freedom in what you dig for. Having two separate success conditions can create some interesting dynamics when choosing what card to name, given the makeup of your deck.

Guillotine: An attack that is fairly overpowered early on, but gets much worse over the course of the game. Well, worse as long as you're not relying on one card for your engine.

Heir: A very early card, "inheritances" probably should have been renamed after I played Adventures. The player interaction is interesting in this as you decide if the village is worth potentially giving your opponent a chance to steal an inheritance, and the fact that its effects can be different every game keeps it fresh (although some setups are better than others).

High Throne: I still agonize over whether the discard pile clause is necessary to make this worth a $5 or if it makes it too overpowered. Either way, here's a throne room variant that turns your cards into durations. (Cards that are durations themselves play out their next-turn effects on the next turn along with their normal text, and then next turn effects only the turn after that.)

King's Festival: The first payment card that was made. Its wording is overwhelming and not-regulation for the sake of space. "With Actions" means that you discard an Action card and get half its worth in coin, but that didn't fit on the card. It's very clunky, but the options it can provide, if you can get past that, can be useful.

King: A pretty simple engine piece that gives you a massive benefit if it gives you a card that will potentially end your Action streak.

Landlord: My favorite card, although I'm sure its bizarre nature isn't for everyone. The app it refers to is here: https://output.jsbin.com/kugayow (JSbin graciously implemented by reddit user dbclick, from my god-awful original). The app uses a crude but semi-accurate formula I designed to calculate the cost of a card. It's far from perfect, because the power of Dominion cards is so multi-faceted, but it can often ballpark fairly well, and it feels cool to have a unique card. The strategy of figuring out when to buy it and for how much is interesting as well.

Pretender: My attempt at a tamer Black Market. Originally it didn't give a Hex, but having someone get a Pearl Diver from this and another a Goons is just too swingy.

Pursuivant: Just as the pursuivant is a rank under a herald in medieval nobility, Pursuivant is a weaker Herald. I have other versions where the options from a non-hit are "discard or put back" and "trash or put back." I'm still not convinced that this version is the best of the three, but it's fun to play with.

Queen: A more strategic card that, admittedly, gets insanely powerful in engines that easily draw your whole deck. In tamer games, though, the cost-benefit of bricking Coppers and improving Silvers makes for interesting decisions. Was originally "discard Treasures costing $6 or more" but Potions and alt-treasures broke that very quickly.

Royal Guard: My attempt at making a card synergetic with the greens: a conditional village that loves Victory cards. Its reaction seems very powerful, but having to get it with a Victory card makes hitting it much less likely.

Serf: A no-frills card that works well when you can pull off playing it in multiples.

Sibyl: I'm obsessed with the idea of being able to change what a card does, but actually implementing that without breaking some cards can be hard. This is my best attempt at that; a powerful card that will make another card quantifiably worse. Player interaction can be interesting when there are several choices on the next card.

Suitors: A weak card that lets you make it better by paying. The fact that you can choose based on the situation whether to take an action or a card makes it surprisingly flexible. This card doesn't work on every board, though, so it has the bottom text to make it potentially better in other situations.

Troubadour: A potentially heavy junking attack that lets you thin your deck to mitigate its own effects.


Thanks for reading!! Again, any comments are appreciated. This is my first set and I hope to make many more and improve from here!
[EDIT: Entirely forgot to put General in. Oops.]
[EDIT 2: Aaaand I forgot High Throne!! This proves I have to organize my computer's folder's better.]

4
Variants and Fan Cards / Sultan
« on: April 29, 2018, 04:59:10 am »
Hi there!
I'm new to creating fan dominion cards, and am in the process of creating an expansion called "Dominion: Nobility" themed around noble titles (obviously) and focused on card interactions. I have a fun but weird idea for a card I'd like some feedback on, in terms of balance and also in determining cost. Please let me know what you think!

Sultan
Action
Discard a card. For the rest of your turn, you may interpret +cards, +coins, +buys, and +actions as a different type each time a card is played, as long as all types on a card are different after interpretation.

[In case you need an example, this would allow you to turn, say, a village (+1 card, +2 actions) into something like (+1 coin, +2 cards).]

My instinct is to make it cost 5, but I don't have any solid reasoning for that.

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