A new trend is on the rise in the Kingdom - Science!! And Pihosophy. And Astrology. And Wizardry. And Cultism. Wait, what?
I present to you the first 9 cards for the Dominion expansion I am currently working on: Dominion - Leitmotif. It features cards that do more if certain conditions are met. "If", you know.
Constructive critisism is very welcome. Now, on to the cards! The layout of some of the cards might not be perfect, but I'm trying to get better.
Transciprions of the cards below each card.
(//Disclaimer: Art is from various sites and some Trading Cards. This is only for fun and in no way for commercial use, so I don't think this will be much of a problem.)
Action - 2
+1 Card
Trash a card from your hand. It it was...
an Action card: +2 Actions, +1 Buy
a Treasure card: + 1
a Victory card: +1 Card
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When you play an Attack card with this in play, you
may trash this. If you do, choose one: Gain a Gold;
or each other player gains a Curse.
Mad Scientist gives different bonuses depending on which card you want to offer him. The "+Buy" is tacked on so that you can trash a Mad Scientist and buy a new one. The top actually is kinda simple. Masquerade still is a better trasher, I think. What is your opinion on this?
Now, the bottom of the first version was too strong, too random an too political. The new one kinda does the same, but is more fair at that, I think. The Gold-gaining is not necessary, but felt nice to be included. Mad Scientist is only non-terminal when another Action is trashed, so chaining an attack can be difficult. I think the bonus is a good payoff for something more difficult than it looks like at first.
Action - (3)
+1 Action
Reveal the top three cards of your deck.
If you reveal at least one Victory
card this way: Put all the revealed cards
into your hand. Otherwise: Discard all
the revealed cards.
This kinda compares to Scout, but it looks at one card less. Even at 4, it wouldn't be strictly better. With Scout you can always rearrange your deck. When this misses, you just got no benefit. However, you can at least play another one which might hit a Victory card. And if it does, it's better than a Laboratory. Advisor might be a comparison, but Advisor always gets you cards while this doesn't.
It hasn't been changed since Version 1. It looks like a pretty fair and balanced card to me.
I think (3) is the best price for this. Opinions?
Action - (4)
Trash a card from your Hand.
If you do, choose one:
Gain an Action card costing exactly (1)
more than it, putting it on top of your
deck; or gain a Silver.
That one day, I was sitting at work, when suddenly I decided to make an upgrade that could only produce Actions, but give those directly into your hand. It seemed cool, but as some of you have pointed out, it really is a tad too strong, especially when it can gain Silvers as well.
This new version tackles the problems of the first version by not giving +1 Action and topdecking the Action. I don't want another 5 in the set, so weakening it a bit was better than leaving it that strong and making it a (5). Your opinions on the new version?
Action - Attack - (4)
+3 Cards
Reveal and discard three cards from
your hand.If you discarded three
differently named cards this way: Each
other player gains a Curse.
After testing it again in a few solitaire games a couple of hours ago, the first version wasn't really that much fun. Discarding 3 while drawing only 2 felt kinda depressing and...
not fun. Also, it was counterproductive - the more you play it, the more likely it becomes that your opponent hands you Curses and Ruins as well since he suddenly has a lot more "variety" in his deck.
The cursing ability here is less strong, but the +3 Cards benefit is really nice. It seems priced okay at (4), definitely one of the better ones, though.
Action - 5
+2 Cards
Gain a card costing less than this.
If it was a Curse:
+1 Card, +1 Action, +1 Buy, + (1).
The first version for (5) with +3 cards was way too strong. The version for (4) with +2 cards even more so. Combining both seems to work fine so far!
With +2 Cards, it still is strong enough while not being overpowered. The Curse bonus isn't really strong, but it's nice to have. It looks like a good BM-enabler, gaining Silvers and drawing cards at the same time, but it can also be nice for engines, grabbing you cheap parts while not losing buying power.
Action - (5)
+1 Card
+2 Actions
Trash a card from your hand.
If it was a card costing 3 or more:
+1 Card, +1 Action.
The (first?) village of the set.
Version 1 gave +2 Cards instead of +1 Card, +1 Action for trashing a card that costs (3) or more. It was cool, however, this is intended to be a village and forced trashing and a Village somehow don't fit since you want to play your actions and not only trash them. Have it give 3 Actions if you trash a good card makes it more "engine-y", trashing one good card for two villages (3 Actions). So far, it doesn't seem to overpowered. The +1 Card could be dropped, but I will have to test it to see if that is better.
Treasure - (5)
Worth (2)
You may trash this card immediately.
If you do: + (1), gain a Silver.
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When you gain this: Take a Coin token.
I wanted a Treasure in this set. The Version 1 Elixir was basically a Silver you could turn into a One-Shot-Gold. It was nothing too special and you guys made me realize it might be a bit too much on the weak side. This version makes it a bit stronger while not being overpowered, I think. You get one free coin and a one-shot Gold for 5. I am currently thinking of adding +Buy when trashing it, but I'm not sure about that yet.
Action - (5)
Trash a card from your Hand.
If you do: +4 Cards, +1 Buy.
Each other player may trash a card
from his hand.
The first version seemed fine for a while - but +4 cards, even with the drawback of the opponents trashing a card, is just too strong for a (4). It felt like a reversed Council Room anyway, so I tacked a +Buy on it (the set was missing one anyways) and put it at (5). Seems fine now and is fun.
Does anyone have a "Reverse Council Room"-name for me?
Victory - (6)
Worth 2 VP
When you buy this: Gain a
Reinforcement card, putting it on top your deck.
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Setup: Add an extra Kingdom card pile to the
supply costing 5 or 6 . Cards from that pile are
Reinforcement cards. Reinforcement cards cannot
be bought.
It's the Victory card of the set, and a simple one at that. Reinforcement cards cannot be bought, but they can be gained, so Remodel-Tricks still work. This is kinda fun when Border Village is the Reinforcement. Also, TFB (Apprentice!) rocks, but it can kinda "junk" your deck as well.
There are always, no matther how many players, 10 copies of Commander in the Supply.
The only change from Version 1 to Version 2 here is that Commander now correctly says "Victory" instead of "Action".
So, that's it for now. As I said, constructive criticism is always welcome.
Thanks!