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Topics - spineflu

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I think it'd be good to have a comprehensive curated list of fan-made mechanics; I'm going to use this post as sort of a Table of Contents and attempt to map some sort of ontology/categorization onto them. The categorization isn't going to be exclusive - if something uses a mat and counters, it'll be in both lists, etc.

This thread should be considered a perpetual work in progress - if you have a new mechanic, or find one I missed, reply here or DM me and I'll get it included at my earliest convenience obviously like a wiki would be better for this but a dominion fan card wiki is beyond the scope of my wallet and/or attention span, so it's a thread

Involving Counters/Tracks
This is anything involving a place for coin tokens, or anything involving a separate track that something moves on

Involving Mats
This is anything involving mats like the official ones for Exile, Coffers, Tavern Mat, etc.

Involving Other Card Components
New landscapes, new things with a side deck a la Boons or Hexes, or things that add a new supply pile like Looters or Young Witch, or things that add a new non-supply pile like Spoils etc.

Involving Other Non-card Components
This is anything involving other components (boards, dice, etc)

Mechanics that change over the course of the game
This is mechanics that explicitly change over the course of the game - official cards that would belong here are Pirate Ship, Miser, Travellers, etc - strategy related changes, like action density or comparative value of green (how it's low value early, while trying to get your engine running but high value later, when trying to keep up for the end of game) don't belong here

Mechanics that fundamentally alter rules of the game
Official mechanics that do this are Landmarks and Night cards

Mechanics that change how existing things interact
New non-frivoulous types, etc

New Phases
Phases beyond the AB(N)C

Alternative Money / Alternate Costs
A new, different currency to try to wrangle. Debt and Potions would both go here, as would how Peddler changes costs, Grand Market has restrictions, etc.

Not Otherwise Classified
A mechanic included here probably suggests a new category is needed

Variants and Fan Cards / Collecting WDC cards into an expansion
« on: July 31, 2020, 10:50:30 am »
I guess i've been doing the weekly design contest for about a year now and I collected a lot of my "good" cards/outtakes into an expansion (and then designed some cards to fill in the gaps based on statistics about what "goes into" an expansion). I've modified them a little bit to use fewer mechanics - over all, there's Debt cards (4), Overpay (5), Potion costs (5), Night cards (5), Durations (4), Reveal until ... (4), and then Trinkets (4), an original mechanic from contest 78.

Part of the "thesis" mechanics for this expansion were to explore how the four currencies (buy, debt, coin, and potions) interact with each other / overpay. For the cards with debt + overpay, coins and overpay are exchanged first, then the player takes the debt (otherwise the rules litigious among us would lock themselves out of ever being able to buy the card).

I didn't go for landscape cards for uh reasons. reasons like "i've only designed frustrating, overcomplicated landscape cards" and "I've designed like four of each landscape and don't feel like adding that many more mechanics."

Also debt use is in-line with how it was implemented in Empires - it's always a voluntary affair for the player taking it.

I've tried to keep them succinct to keep the font size up. Also the symbology used is the same as on the shard of honor generator:
@ - debt
^ - potion
$ - coin
% - VP symbol

One of these (Mad Inventor) was made by NoMoreFun, not me.

Trinket $1* Treasure
You may pay $1 to return this to its pile.
While this is in play, cards cost $1 less.
(This is not in the Supply
This didn't change from contest 78; the image is the first toy lego made (like, actually; it's a photo, not art). There's 30 copies, and it's not in the supply.

Vilayet @2 Action
+3 Actions
You may spend any number of Actions (not Action Cards) for +1 Card and +@1 each.
This is a Village variant that can hose you if you want a Smithy instead. It can be used as an inverse peddler. This card hasn't been tested.

Itinerant @2$4+ Action
+3 Cards
When you buy this you may overpay. If you do, set this aside and at the start of your next turn, play it.
Coin, Debt, and overpay. One of the ideas I wanted to explore was "overpay but different" - you can overpay any amount (or potion) and this triggers. This card hasn't been tested.

Benefactor @3$5+ Action
+2 Buys
When you buy this, you may overpay. For each $1 you overpay, each other player gains a Trinket to the top of their deck.
Super-woodcutter that can wreck another player's turn if you go in hard on the overpay, especially in kingdoms that are debt/potion-y.  This card hasn't been tested.

Tempt @4^ Action - Night - Attack - Duration
If it's your Night phase, each other player gains a Curse. Otherwise, +$2.

At the start of your next turn, each player (including you) may trash a card from their hand for +1 Card.

Sawmill @5 Action
+1 Buy
Gain a card costing up to $4.
-$1 for each $1 the card you gained cost
This is a riff on Engineer and also kinda Poor House. This hasn't been tested.

Madrigal $2 Action
+1 Card
You may play a Madrigal from your hand.
Awkward cultist-peddler. This is a revised version from contest 45. This has been tested a little. It's not great but it's ok when there's villages.

Capitol $2^ Action - Duration
+1 Card
+2 Actions
You may set aside an Action card on this. If you do, at the start of your next turn, +1 Action and play the set aside Action.
Conclave/Village variant. Doesn't stay in play if you don't set an Action card aside. This hasn't been tested. Also really loving the new "night blend" mode on the shardofhonor generator.

Qyteze $2+^ Action
+1 Card
+2 Actions
+1 Buy
You may play a Qyteze from your hand.
When you buy this, you may overpay. For each ^ you overpay, gain a Qyteze.
Village that can stack better than Villages usually do (and also gain more villages if you go double-potion). You usually want several Villages anyway. This hasn't been tested.

Middleman $3 Night
Reveal the top 3 cards of your deck. You may trash any number of them. Discard the rest. If you trashed all 3, gain a Gold. Otherwise, you may gain a Silver.
This is the gold gainer of the set. Kind of a chapel-like. This hasn't been tested.

Tea $3+ Treasure
+1 Buy
When you buy this, you may overpay. For each $1 you spend, +1 Card when drawing your next hand during Clean-up.
This is changed a little bit since its entry in contest 62. I got rid of the overbuy mechanic. This hasn't been tested in its new form.

Symposium $3^ Action
+4 Cards
+1 Action
Discard 3 cards.
The first time you play a Silver this turn, +1 Buy.
This was one of the cards with "breakthrough" in contest 79. It's a pretty competent sifter. Also lives in the "Merchant" slot with the silver powerup.

Indemnify $4 Night
Trash a card from your hand. If it cost $1 or more, gain a card costing up to $5@5. Otherwise, gain a Silver.
Each other player gains a copy of the card you gained.
A cheaper, non-terminal Altar with some junking potential. This hasn't been tested. The $5@5 target probably only really applies to this set, although i guess you can gain Engineers with it also.

Bookmaker $4 Action
Name a card type. Reveal and discard the top card of your deck. If it's the type you named, +3 Cards and +1 Action. Otherwise, +1 Buy and +$1.
This might be too good. It hasn't been tested.

Pawnbroker $4 Action
Trash a card from your hand. Gain a Treasure costing up to $3 more than its cost in coins.
TFB for treasure only. Not great, not terrible. Can trash out multi-currency cards that aren't "good". Worse than Mine, which gains to hand.

Milkman $4 Night - Duration
Look at the top card of your deck. You may discard it. At the start of your next turn:
+1 Card
+1 Action
Peddler that makes for smoothing or spikes. This hasn't been tested. I'd estimate it's like... 15% worse than the theoretical $4 peddler.

Mad Inventor $4 Night - Attack
Gain a card costing up to $4. You may gain a Trinket. If you did, each other player gains a Trinket.
NoMoreFun designed this. It's great.

Ikon $4 Treasure
If you have an odd number of Ikons in play, +2 Cards. Otherwise, +$2.
You may discard an Action card to gain an Ikon.
This is my entry in contest 82.

Intimidate $4 Action - Attack - Reaction
Each other player discards down to 3 cards in hand. You may also do this.
Draw until you have 6 cards in hand.
When you discard this other than on your turn, after all other effects are resolved, draw until you have 6 cards in hand.
A militia that reacts to itself. The reaction might need some rephrasing.

Aonbarr $4^ Action
+4 Cards
You may trash a card from your hand.
You may return this to its pile for +2 Actions
Instead of paying this card's cost, you may pay ^^; If you do, +1 Buy and +$2
This was my entry for contest 75. I really liked it. I changed it a little - it trashes instead of exiles now (i didn't want to try to shoehorn in 4+ other exile cards).

Larder $5 Action
+1 Action
Discard a card from your hand. Reveal cards from your deck until you reveal a card with an already revealed type. +$1 per unique type revealed. Put one of the revealed cards in your hand and discard the rest.
This won Contest 77; this feels like a shoe-in for a game that includes Night and Duration cards.

Hoist $5 Action - Reaction
+1 Action
Reveal the top 4 cards of your hand. Put any revealed Hoists into your hand. You may discard any other revealed cards, then put the rest back in any order.
At the start of Clean-up, you may reveal and discard this from your hand for +1 Card when drawing a new hand.
This was runner up in contest 54.

Viceroy $5 Action - Command
If you are playing this from the Supply, +3 Actions.
Otherwise, you may play a non-Duration Action or Night card costing up to $5@5 from the Supply, leaving it there.
This might be underpriced. It hasn't been tested. While it could be a Command card, this has a different way of avoiding the typical command loop.

Stevedore $5 Action - Duration
You may gain a Trinket. Until your next turn, the first time each other player gets +Buys, they get +Cards instead.
At the start of your next turn, +1 Buy and cards cost $1 less that turn.
Sort of a Snowy Village/Enchantress attack with the good part of Bridge Troll. This hasn't been tested.

Vista $5 Action - Victory
Set this aside to reveal and discard cards from your deck until you reveal a Victory card. Set it aside with this, face up. If this sets aside an ...
... Estate, gain a Vista
... card costing $8 or more, all other players get +1 Card.
Worth % equal to the set-aside card(s).
This was in contest 58. It's been tested. It can definitely be a hubris card if you haven't been counting how many victory cards you've got or buy too many Vistas.

Grifter $5 Action - Attack
Each other player may discard a Trinket. If they don't, they gain a Trinket and a Copper
Mountebank variant. This has been tested. It's strong.

Heir $5+ Action
You may play an Action card from your hand twice.
When you buy this, you may overpay. For each $1 you overpay, discard the top card of your deck and if it's an Action, set it aside and play it at the start of your next turn.
This won contest 59. It's good.

So Kudasai entered a card in the weekly design contest a while back, Army, which amassed cards on a mat and then played them all at once.

It won, and was a really cool card, but a thing that bugged me about it was it used your own cards as the Command targets, but still left them on the mat. That means your embargos were just a silver, your madmen a necropolis, etc. But you got those cards. You gained them, you burned an action putting them on the army mat. They're your cards, why not move them? So here's my design-response to that stimuli:

Ensign $2 Action - Command - Traveller
Choose one: Gain a non-Command Action card costing up to $4 to your Legion mat; or play an Action card on your Legion mat, leaving it there.
When you discard this from play, you may exchange it for a Lieutenant.
Lieutenant $4 Action - Command - Traveller
Play an Action card on your Legion mat, leaving it there. Gain a non-Command Action card costing up to $4 to your Legion mat.
When you discard this from play, you may exchange it for a Brigade
(This is not in the Supply)
Brigade $6 Action - Command
Choose one: Play an Action card on your Legion mat (you may leave it there), then gain a non-Command Action card to your Legion mat;

or Play all Action cards on your Legion mat in any order (you may leave them there), then return this to its pile.

(This is not in the Supply)

only thing i don't like so far is Brigade has the smol text

Variants and Fan Cards / Non-Supply Junk Card
« on: April 18, 2020, 10:08:01 pm »
I'm brainstorming ideas for WDC contests and one that I had was come up with a new flavor of junk and have everyone design a card that gives it out.
I've been kicking around the idea of a Copper version of Spoils for a while and this is where I'm at:

Does this seem like a good "junk" card to be distributed? Should the "pay-to-return" amount be more? Am I off-base with this entire thing and it's a bad conceit? Did I miss anything on this other than the $1 at the top corners and the asterisk on the cost?

Dominion Online at Shuffle iT / Bug with Tower?
« on: December 25, 2019, 10:35:55 am »

I lost five points for having one card from an empty pile?
Game #33998207 on oregon.

Dominion Online at Shuffle iT / Bug? Crown-Scepter to replay Crown twice
« on: November 27, 2019, 08:15:03 pm »
This breaks after the first leg of the Crown -> Scepter -> first Crown -> (other treasure) stack. I'd copy/paste the game number (I remember it's on frankfurt, my sn is spineflu) but I'm locked out because I tried to refresh the page.

I was gonna try to King's Court -> [ nothing ] then Crown -> Scepter -> King's Court -> 2nd Crown -> payload treasure (after the Fortune/Doubling thread) but I didn't get that far and now it's busted.

Variants and Fan Cards / WDC Outtakes and B-Sides
« on: October 02, 2019, 09:50:52 am »
I brainstorm up like five or so cards when a Weekly Design Contest challenge gets posted and then pick the most promising/exciting one. This thread is for all the rest of the cards one comes up with (that aren't just Bad). If you do a similar thing, feel free to post 'em in here - be sure to post which contest they came from; if not, leave commentary on existing cards (bearing in mind we didn't think these were "up to snuff" for the contest).

Contest 43: Reveal your hand
Embarcadero $5 Action
+2 Cards
Reveal your hand and set up to 3 cards aside. Cards with the same name as the cards set aside this way cost $1 less this turn, but not less than $0. When this is discarded from play, discard the set aside cards as well.

Sort of broken cost reducer. Didn't enter it because the "reveal" portion seemed tacked on.

Contest 44: Extra! Extra! (extra turns)
Split pile, Bond/Contract

Bond $2 Treasure - Reserve
+1 Buy
Place this on your tavern mat.
At the start of your buy phase, you may call this for +$1

Contract $5 Action - Reserve - Duration
If the previous turn wasn't yours, Place this on your tavern mat.
At the start of your turn, you may call this. While this is in play, when you play an Action, you get +1 Card, +1 Action rather than the card's instructions. At the start of Clean up, rather than discarding this, leave it in play and take another turn. Trash this at the end of that turn.
Was playing with how to get more than one but not infinite turns for the extra turn contest. This is a novel way of doing it - to go semi-inifinite you'd need a way to pull these out of the trash but even then you can't get them to your mat. Figured cantripping your actions would be a good hobble to the turn-leading-up-to-the-extra-turn.

Witching Hour $4 Night - Duration
Each other player draws until they have six cards in their hand.
If the previous turn wasn't yours, take an extra turn after this one.
On your next turn, +$1.
While this is in play, when you play an Action - Attack card, you get +1 Card, +1 Action instead of the card's instructions, and when you play a Treasure card, you get $1 instead of the card's instructions.
This was a million-revision card and I started to hate it. As is, it lets Raider still attack but I guess that's fine, Raider isn't very good at being painful.

Dominion General Discussion / is this a real dominion product?
« on: August 19, 2019, 09:40:54 pm »
sorry if this isnt the right subforum for this, this seemed like the most likely place

was browsing fb and got an amazon sponsored ad for this:
Rio Grande Games Dominion - Fan Edition 22501420 (German Language version )

is this RGG sanctioned? is there an english-language version?

Variants and Fan Cards / spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 12:24:43 pm »
So i've been working on designing cards and then i accidentally a full expansion of cards, and then i accidentally a full five expansions of cards, and then i browsed the variants/fan cards formula and realized a whole bunch wouldn't work / would be bad / would not be "fun" and trimmed it down to three-ish and then realized a couple people had better ideas for cards than me or cards that fit with the whole set scheme (cited/credited as I get to them) and swapped them in.

Slowly working on making paper copies of all these.

backcountrywhy even have the marquee text option if you don't use it, right?

Backcountry is my sort-of sequel to Adventures. Its main mechanical themes are:
  • cost adjustment
  • states
  • cares about what else is on the tavern mat
Its mechanical subthemes are
  • co-op random "events" (Causes, so called because "event" was already taken)
  • Tavern Mats (sort of by default)
  • Mixed piles
  • Trashing from the supply

Its flavor themes are pastoral cattle farming, being in a literal tavern, a sort of barney fife-esque small town law and order, and just a hint of The Wicker Man.

New mechanics for Backcountry:
Causes are card-like things that are shuffled, then one is shuffled into each of the Kingdom piles prior to the start of the game (in the event of split piles (introduced in Dominion: Empires), you may either randomly slot in the cause or just not include a Cause in that pile; it's your game and you should play it the way you like.) Causes affect all players. When a cause is revealed on a Kingdom pile, it is set aside; at the end of the turn the Cause was revealed, it is resolved - do what the card says on it. After resolving the Cause, it is placed back in the game box, removing it from the game.
When building the Causes deck (prior to shuffling/adding one to each supply pile), you may include a number of blank white cards if you'd like each pile to potentially not have a cause in it - when the blank card is revealed, simply return it to the box.

Mixed Piles are like split piles but their order doesn't matter. You can only buy or gain the top card of the pile. Mixed piles with two different cards have five each; mixed piles with three different cards have four each. While this goes against the conventional ten card pile, it does go with the original design choice of twelve cards per kingdom pile.

Here's some of the cards + cardlike things (i'll post more slowly over time)

Just because something is illegal doesn't mean you can't do it.

An attack-like event specifically for later-game.

An attackesque event that allows you to accidentally swamp hag yourself.

Use your tavern mat as an island


a state that marks piles and gives players prohibition counters (really an excuse to re-use embargo counters). The prohibition counters, in turn, interact with some Causes.

a state that makes money cheaper and doing things hard.

Supply cards

A lynchpin card used by other Cattle cards.

some other cattle cards:

^ mixed pile with v


For use with the Prohibition event, but works without it

For use with the Prohibition event, doesn't work without it.

More of a generic Cause

More to come in this set!

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