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Variants and Fan Cards / Dominion: Swords & Sorcery
« on: May 18, 2019, 10:30:39 am »
Hi all,

Dominion: Swords & Sorcery (DS&S) is a mini-set that I'm currently designing. Inspired by Asper's excellent cards, the aim is to introduce new mechanics but stay simple. The setting is D&D-style fantasy.

The set is still in its very early days: I've blitzed out a few ideas but not playtested it yet. I'm posting it now to allow early feedback, and to encourage big changes before I get too wedded to any of the ideas. I'm hoping to bully some people into testing it with me soonish.

Adventurer Cards

These are the defining cards in the set (at the moment), a sort of cross between Heirlooms and Reserve cards.

At the start of the game, each player starts with one copy of every Adventurer specified in any of the Kingdom cards or Quests. The cards start on the player's Adventurer's Guild mat, where they remain until they're called. Unlike Reserve cards, calling requires first satisfying some precondition, and the cards don't (currently) have any on-call effects. They get discarded as normal during Clean-up and can be played next time they cycle round. When an Adventurer card gets trashed it gets returned to the Adventurers' Guild rather than placed in the trash pile; the only way to get rid of an Adventurer is to pass it using Masquerade.

Comments: The fact that there's at most one of each Adventurer hopefully gives a bit more leeway in card design. My aim is to make the game reasonably balanced regardless of how many Adventurers are in use: more Adventurers should mainly mean more strategy options. The name Adventurer is quite natural given the setting, but obviously clashes with a removed Base card (admittedly my least favourite one). Other suggestions are welcome. If the mechanic works, I plan to add a few more Adventurers, though many of the obvious card names (Thief, Rogue, Ranger, Druid) are similarly taken.

Kingdom cards

These all introduce an Adventurer, with some attempt at synergy between the card and the Adventurer. Many are probably broken as written.


Missions are the other way to introduce Adventurers to the game. Whenever you complete an Missions's Quest, place a cube on it and take the specified Reward.

Comments: these are very preliminary proofs-of-concepts. The challenge here will be to make the Adventures fun and not too swingy: an incentive to play a little differently but not a game breaker.


A way to mod your Adventurers! There is one of each card, and all of them are brought out whenever any Adventurer cards are in use. They work a bit like Projects: you can buy one for the price specified, place a cube on it, and follow the instructions. There is no limit on how many different equipment items you can buy in a game.

Comments: the challenge here is obviously to make the equipment balanced in games with 1 Adventurer but also in games with all 5.

Individual Cards

Once I've played this a bit I might add some comments here...


2019.05.18 Initial upload
2019.05.19 Fixed Dark Priest wording and made it a Reaction
2019.05.20 Renamed Quest into Adventure and Gear into Equipment; added runners-up for Adventures
2019.05.26 Renamed Adventure into Mission and make prize the same for everyone; buff Cleric; reword Dark Priest

I'm a little confused about the following wiki ruling: (encountered with Overlord and Treasure Map but the principle is the same)

If you use Throne Room on Band of Misfits, choosing to play Band of Misfits as a self-trashing card (for example, Embargo), the Band of Misfits will be in the trash after the first play as Embargo, meaning it has left play. Throne Room then plays Band of Misfits again (getting token effects again, if there are any), allowing you to make a new choice as to what Band of Misfits should emulate. However, since Band of Misfits is in the trash, you will only get the on-play effects of the emulated card.

The beginning makes sense: TR plays a BOM, which plays itself as an Embargo, which trashes itself and reverts to being a BOM. TR then plays it again, but can't move it into the play area since it's lost track of it (it was expecting it to already be in the play area). You then get to choose a new card to emulate.

However, the next bit confuses me: since BOM then plays itself again ("You first play Band of Misfits, then you play it again as the card you chose to emulate.") shouldn't it be able to move itself into play? Unlike TR, I can't see why it should have lost track of itself, since it's only just been played (admittedly for the second time this turn) and nothing else has moved it in the interval. Am I missing something about lose track?

Help! / Prosperity-Empires game
« on: March 05, 2019, 08:54:09 am »
Any advice for how I could have better played the following Kingdom?

Loan, Venture, Capital
Farmers' Market, Monument, Goons
Engineer, Watchtower, Counting House
King's Court, Platinum, Colony
Windfall, Basilica

4 players game. I had the only 5-2 start. As it was I opened Venture-Engineer, then picked up another Venture and couple of Loans to go for a BM approach (later picking up a Goons as my terminal). I ended up second, but I don't think anyone played this well.

The winner made good use of the Goons-Market Square Watchtower-Basilica synergy, but was otherwise similarly uninspired.

Rules Questions / Trashing a Gladiator that's under a Fortune?
« on: February 20, 2019, 12:34:57 pm »
Can a Gladiator trash a Gladiator that's in the Supply but is covered by a Fortune?

With the official cards this is very unlikely to happen but it is possible: a 2-player game with Ambassador (and possibly Possession) could result in Gladiator and then a Fortune being returned to their pile. With unofficial cards it may be more likely: I thought of this scenario while experimenting with a "return a card to the supply, gain two cards costing less than it" card.

Variants and Fan Cards / Dominion Exhibition mini set
« on: January 13, 2019, 09:17:04 am »
Looking through some old files on my computer, I recently discovered a selection of cards I designed in 2013 but never posted. The cards were based on the original Mini Set Contest, which had just finished at the time. They haven't been playtested at all (which is probably why I didn't post them) so I expect at least a few are 'broken' in some way. Still, here they are:

#1 Peddler variant
Informer ($5 Action-Attack)
+1 Card
+1 Action
You may reveal a card from your hand. Discard it or put it on top of your deck. Each other player reveals a card from their hand costing more than it (or reveals a hand with no such cards), and discards it or puts it on top of their deck, your choice.

#2 Curser
Witch Doctor ($4 Action-Attack)
+2 Cards
Each other player gains a Curse, putting it in their hand. Any player that did may set aside a card from their hand face down, returning it to their deck at the end of the game.

#3 Victory Card
Artwork ($4 Victory)
At the end of the game, the first Artwork in your deck is worth 1VP, the second 2VP, the third 3VP, and so on.

#4 Terminal draw
Master Smithy ($5 Action)
Set aside any number of cards from your hand. Reveal cards from your deck until you reveal 3 cards different from the set-aside cards. Put these into your hand and discard the other revealed and set-aside cards.

#5 Deck improver
Patent ($3 Action)
+1 Action
Reveal and set aside a card from your hand. Look through your discard pile, reveal any number of occurences of that card, and shuffle them into your deck. Discard the set-aside card.

#6 Trash for benefit
Pension ($2 Action-Duration)
Trash a card from your hand. Place a token on the square corresponding to the trashed card's $ cost. At the end of this and subsequent turns: if the token is on 1 or more, keep this in play, and next turn: +$1, move the token down one square.

Extra information: the picture on the Pension card consists of 8 squares in a 3x3 grid labelled (clockwise) 0, 1, 2, 3, 4, 5, 6 and 7+.

#7 Village
Gaulish Village ($3 Action-Duration)
+1 Card
+1 Action
At the end of this and subsequent turns: if you played at least 2 actions during the turn, keep this in play, and next turn: +1 Action.

#8 Non-attack interaction
Counsel ($5 Action)
+1 Action
Reveal all the cards in your hand. The player to your left chooses one. Either: gain a copy of it; trash it, +1 Card; or discard it, +3 Cards.

#9 Terminal silver
Spring Clean ($3 Action)
Name a card. Look through your deck, and discard any number of occurences of the card. Shuffle your deck.

#10 Potion cost
Transmogrify ($3P Action)
+1 Action
Discard a card. Gain a card costing up to $1 more than it, putting it into your hand.

#11 Dual type
Agent ($4 Action-Victory)
+2 Cards
Move the token on the Agent mat to the next square if possible.
At the end of the game, this is worth the number of points indicated on the square with the Agent token.
Setup: each player puts an Agent token on the first square of their Agent mat.

Extra information: the Agent mat has 16 squares on it with the following labels: 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5.

#12 Non-terminal drawer
Home Laboratory ($4 Action)
+1 Action
Reveal cards from your deck until you reveal 2 cards costing at most $4. Put these into your hand and discard the other revealed cards.

#13 One Shot
Chaplain ($3 Action)
Return this to the Chaplain pile. Trash any number of cards from your hand.
When you buy this, you may trash any number of cards from your hand.

#14 Self synergising
Study ($3 Action)
+1 Card
+1 Action
Reveal your hand. +1 Card for every Study in your hand.

#15 $2
Night Shift ($2 Action)
+1 Card
+1 Action
Gain a coin token.
All cards cost $1 more this turn (before any cost reductions).

#16 Treasure
Old Boy Network ($5 Treasure)
Worth $0
When you play this, reveal your hand. +$1 for every non-Treasure card revealed.

#17 +Buy
Village Fair ($2 Action)
+1 Card
+1 Action
+1 Buy
When you buy this for the first time in a turn, +1 Buy

#18 Reaction
Lucky Penny ($1 Treasure-Reaction)
Worth $1
When you would gain a card, you may reveal this from your hand and either: discard it and instead gain a card costing $1 more; or trash it and instead gain a card costing $2 more.

Rules Questions / Outpost and Mission interaction
« on: January 09, 2019, 11:21:59 am »
According to, if you play both Outpost and Mission on the same turn you get to choose which happens first, and it's the Outpost turn that always starts with 3 cards.

However, I'm sightly confused how that could work. Doesn't the decision of which extra turn to take first occur after the turn has finished (an 'after-turn reaction'), and therefore after the clean up phase is already over? By this reasoning, you should always draw 3 cards in that clean up phase, and still be able to choose to have the Mission turn resolved first, saving the Outpost turn for the 5 card start.

Where am I going wrong?

Dominion General Discussion / Unofficial implementation for fancards only?
« on: December 05, 2018, 09:30:05 am »
Hi all,

I'm aware that prior to 2013 unofficial implementations of Dominion such as Isotropic and Androminion had the implicit consent of Donald X and RGG (as long as they remained non-profit and didn't use official artwork). Following the introduction of Dominion Online, these were discontinued (though Androminion still appears to be available online, albeit not through Google Play). At the same time, simulators such as Geronimoo's and Dominiate (which don't permit full gameplay but still implement the game mechanics) continue to operate.

My question is: would it be ok to implement and release an unofficial (and non-profit) Dominion game that allows you to play only with unofficial fancards (apart from the base treasure and victory cards)? I'm looking for a pet coding project and implementing Dominion would be lots of fun. My end goal would likely be a simple console application that lets you define and play with custom cards, and perhaps a rudimentary AI.

Anyone know who I can contact to find out. And if this is still not ok, what (if anything) I could get away with implementing?


PS Anyone know how to tag Donald X.? This is my first time posting here...

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