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Messages - Tejayes

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151
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: October 28, 2011, 10:46:46 am »
Here's a new version of Bandits, still very early in the testing phase.

BANDITS
---
Every player (including you) reveals cards from his deck until he reveals a Treasure. Choose one: each player puts his revealed Treasure into his hand; or each player returns his revealed Treasure to the top of his deck; or each player gains a copy of his revealed Treasure, then discards the revealed Treasure; or trash all of the revealed Treasures. Discard the other revealed cards.
--
Action/Attack - $4

Just to clarify, the effect the player chooses applies to everyone. You cannot choose a different effect for each player.

152
Also with Resort Village I think you need to be more explicit about under which conditions you're allowed to trash a Gold for the RV.

How about this?

RESORT VILLAGE
---
+2 Cards
+2 Actions
+$2
-
This card can only be gained by trashing a Gold from your hand at the start of your Buy phase. If you do, forfeit all other buys this turn. This card cannot be bought or gained any other way.
--
Action - 0*

153
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 28, 2011, 09:23:49 am »
Actually the way it's worded, I think you reveal the same card 10 times.

You're supposed to reveal a new card if you get the first right. Let me try again.

MOUSE TRAP
---
+$2
Name a card type, then reveal the top card of your deck. If the card is of the named type, set it aside and repeat this step.
If you can correctly name ten card types in a row, you win the game. Otherwise, discard all of the revealed cards.
--
Action - $5

Also...

So buy 3 Islands, get rid of your Estates, buy a Mouse Trap and win? :P

With the original intention, that wouldn't work, since you'd only have 7 cards to reveal. You'd have to buy seven more Coppers (since you'd usually have four in hand when you would play this).

Why am I obsessing over this, anyway? This is supposed to be a fun thread.

154
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 27, 2011, 10:20:04 pm »
MOUSE TRAP
---
+$2
Name a card type, then reveal the top card of your deck. If the card is of the named type, repeat this step.
If you can correctly name ten card types in a row, you win the game.
--
Action - $5

155
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 27, 2011, 05:27:52 pm »
Magic

0 Action

Each player calls the bank.  The person with the most money wins the game.

Sounds about right, LOL.

Here's a simple SmallWorld-inspired card:

RATMEN
---
Draw until you have 8 cards in your hand.
--
Action - $5


More SmallWorld to come, as soon as I can find my copy...

In the meantime, here's something a la Betrayal at House on the Hill:

OMEN
---
+$1
Reveal your hand. If the total cost of the cards in your hand is less than the number of tokens on the Omen mat, gain the Traitor card if it has not been taken yet. Otherwise, +$ equal to the number of tokens on the Omen mat.
If the Traitor card has not been taken yet, add a token to the Omen mat.
--
Action - $5


TRAITOR
---
Each player reveal his hand, then trashes all Victory cards from his hand. For each card trashed, he gains a Victory card costing less than the card trashed.
The Traitor can only win if the combined Victory points of all of the other players is less than his Victory point total.
-
(This card is not in the supply.)
--
Action/Attack - $0*

156
This one comes from my still-in-major-progress Locomotion expansion:

DEPOT VILLAGE
---
+1 Card
+2 Actions
You may put a Victory card from your hand on top of your deck. If you do, +$2.
--
Action - $4


And another that I've been toying with in the past (of course, it's just borrowing from Great Hall and Harem, but whatever):

HISTORIC VILLAGE
---
+1 Card
+2 Actions
-
2 VP
--
Action/Victory - $6


One more that popped into my head, so it's bound to stink:

RESORT VILLAGE
---
+2 Cards
+2 Actions
+$2
-
This card can only be gained by trashing a Gold from your hand during your Buy phase. If you do, forfeit all other buys this turn. You cannot buy or gain this card any other way.
--
Action - 0*

157
Variants and Fan Cards / Re: Dominion Fan Card Contest
« on: October 26, 2011, 03:58:12 pm »
Here are a few quick thoughts about each card, as well as why I entered the card I did:

Aphrodite (Escalator Link): This was nothing more than a Monument and a Bank merged together. As well, I thought it was too powerful, even at an exorbitant $9.

Bacchus (Port): I wanted to know whether this meant that when you would draw your next turn's hand, you would instead get 5 VP chips. If so, it's basically like giving up a turn to get an almost-Province that doesn't clog the deck.

Ceres (Village Riot): Speeds up the game if you have the right cards, and could be turned into an endgame 2 VP (net) if you decide to get rid of it. Didn't hate it, didn't quite love it enough.

Demeter (Enchanted Garden): This was my favorite, and it (along with my other votes) barely got any points. Yeah, I'm weird, I guess. Anyway, I've been working on my own ways to make Curses worthwhile, and this seemed like a really good stab at it.

Epona (Artisan's Village): I'm honestly surprised this placed so high. It just seemed so ordinary to me. It would make a good utility card, no doubt about that. However, I just wanted a card that tried something majorly different.

Fortuna (Swiper): Karrow, let it be known that I gave you your only point. Like I said with Epona, I wanted a card that was different and kind of crazy. This is definitely different and VERY crazy.

Glycon (Closing Market): I don't know why I didn't like this card as much as everyone else. Yes, at the beginning of the game, it's a super-cheap market (Aldi?). It's alternate ability also lets you get rid of Closing Market as it inevitably gets wiped out. Still, there were others that I preferred.

Hermes (Urban Planner): Usually, I play to win. Not in this case. Rather than psyche myself up for victory with a card I think is genius, but ends up getting no points, I wanted to design a card that, while probably balanced, would shock me if anyone liked it enough to vote for. I mean, look at this junk! It's a souped-up Woodcrapper that just makes the game longer by preventing Province- or Colony-depletion endings! I wanted to go with a mechanic no one has even thought of before (as far as I know), so I was wondering, "what if a 3-empty game was encouraged?" Then I thought, "screw it, I'll just make it mandatory. People will hate that." I toyed with some other versions of the main effect, like "+2 Cards, +1 Action, +1 Buy, +$1; Discard 2 cards." But I've also wanted to see a dedicated +2 Buy card, and thought that would go hand-in-hand with the "3 piles must go" thing. I'll keep working on a card that allows for (instead of requires) an alternate game-ending scenario, though. At least I got my wish of no votes...

Iris (Delirium): ...I've got nothing. Self-imposed sorta-Militia. Yeah. Next.

Jupiter (Abbey): Another card I sort of liked, but not nearly as much as other people, apparently. It's a lot like Nomad Camp, except that it adds the "top of deck" power to a Village instead of a Woodchipper. However, you must trash a card to make it work like so. Definitely some good strategic elements in there, but not enough to wow my novelty-fueled mind.

Kratos (Drums of War): Play a Laboratory, discard a useless card, turn Smithies and the like into broken powerhouses. No thank you, not even at $7.

Luna (Pawnbroker): Another popular card I didn't care for as much. It's a self-replacer that works like a Buy-less half-Salvager. I like the traps it could force, but ultimately, I just gravitated towards the more interesting cards, like...

Minerva (Surveyor): An unpopular card that I voted for? I'm not surprised anymore. Yes, I feel the Duchy-Province powers are a bit too strong, but the rest of it intrigued me. I did want to know whether the set-aside cards were discarded before any reshuffling or not, but I assumed they were.

Nox (Hostage): Another interesting mechanic that, unless the card you want to hold hostage is all gone, could mean aggravation for your opponents. Too much aggravation, that is.

Osiris (Lower School Courts): A Buy-soaker that merely turns Estates into Duchies if you do it the most, eh? Even I found this novelty uninteresting.

Pluto (Inventor): Just seemed too weak and bland to me. An optional Council Room effect just to turn your self-replacer into a Village or a Laboratory? I could see where it could be a more intriguing mechanic, but the effects would have to be more interesting.

Quirinus (King of Thieves): Far too strong at $5 for me. Yes, we all hate Thief because we all play 2p games. That's no excuse to make it a terminal Silver, turn Copper-trashing against the opponent, and raise it a measly $1. Don't get started with that "gap between 4's and 5's" thing, either...

Roma (uh... Roma?): I did like that this card doesn't produce two effects off the back of a multi-type card, and that the Victory-discard effect isn't all that awesome. This was high on my short list, but it didn't quite get a vote from me. Sorry.

Sol (Chaos Orb): At first, I hated it. Then, I understood it's intent -- win by being the loser. With a well-timed +Buy, you can get the last Province, knowing you'll lose, then buy a Chaos Orb to ensure your victory. Then, I disliked it again -- far too swingy for said reason.

Terra (Archivist): While I agree that it's a good card, as it should be for being tested so thoroughly, I could not vote for it. The point of the contest, to me, was that we should have no idea who came up with these cards or for what reason. Since I knew the exact who and why, I felt this cheated the purpose of the contest. Ah, well.

158
Variants and Fan Cards / Re: Create a card inspired by another game
« on: October 21, 2011, 05:34:56 pm »
This is awesome. Thanks for all of the posts already. Keep it up!

CANDY LAND
---
+1 Action
Reveal the top card of your deck, then reveal cards from your deck until you reveal a card with the same color as the first card revealed. Put both cards into your hand, then discard the rest.
--
Action - $5

159
Variants and Fan Cards / Create a card inspired by another game
« on: October 21, 2011, 12:03:50 pm »
With the release of promo card Governor, we now have two Dominion cards directly inspired by other board games. The aforementioned Governor contains mechanics seen in Puerto Rico, while Walled Village has a little inspiration from Carcassonne. Now, it's our turn.

In this topic, I want you to have some fun and create Dominion cards inspired by mechanics and themes from other games. They can be anything from BGG favorites (Twilight Struggle, Agricola, Brass) to well-regarded classics (Settlers of Catan, Go, Acquire) to mainstream hits that BGG despises (Monopoly, Candy Land, LCR). Heck, if you want, go with RPGs or video games or even sports as an inspiration.

Also, don't be afraid to take inspiration from a game already used by another person. Just because there is already one Caylus-inspired card on here, it doesn't mean there can't be two.

Here are three to get started.

ROBBER
---
+1 Buy
Each other player with more than 3 cards in his hand must discard half of the cards in his hand (rounded down). The player to your left discards the top card of his deck. If it's an...
-Action card, +2 Actions
-Treasure card, +$2
-Victory card, +2 Cards
The player to your right names a card. You cannot buy that card this turn.
--
Action/Attack - $3


This card is obviously inspired by Settlers of Catan. I have no idea what price would be good for this, but the point of this topic is not to be so serious. We can get serious with these ideas if we want, but it's not required.

SCRABBLER
---
Reveal your hand, then reveal cards from your deck until you have seven revealed cards total. Spell a legal English word using any number of the first letters of the cards revealed. If you do, gain a card costing up to the combined cost of the cards used to spell the word. If you use all seven cards, also gain a Province. Discard the cards revealed from your deck.
--
Action - $5


This is definitely a sillier idea, but what do you expect from a card inspired by a word game?

DRAGON PUNCH
---
+$2
Each other player with more than 4 cards in his hand reveals his hand, then discards the most expensive card revealed.
-
When another player plays an Attack card, you may discard this from your hand. If you do, he reveals his hand, then discards the most expensive card revealed.
--
Action/Attack/Reaction - $4


To show that video games and whatnot are okay, here's a Street Fighter-inspired card. Definitely needs work, but that's okay.

Have fun!

160
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: October 09, 2011, 10:59:05 am »
I change Caboose around again. Mostly, it's in response to comments about WanderingWinder's Investment card. It's basically the same, both cards allowing the gain of one Gold. However, Investment's Gold-gaining can be augmented by TR and KC, while mine can't. Also, Investment doesn't have the caveat of not being able to play Golds to get the Gold. Since people don't seem to think Investment is overpowered, I decided to go back to my original idea of allowing multiple Gold gains, provided the bonus costs. Hopefully this card will make things more interesting while still being fairly priced at $5.

161
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 30, 2011, 12:33:19 am »
Added a new card, changed Terminus around, and tweaked the wording of some of the others. I'm going to keep this fan expansion at 13 cards, so if I come up with something else, it will replace one of the cards already posted.

Also, I added a poll to help me determine what my "fix this card" priorities are. Those that get more votes will be playtested much more, and you'll be allowed to change your vote once, hopefully, the goofier cards become more solid.

162
Variants and Fan Cards / Re: Conquest - the 4s
« on: September 29, 2011, 10:50:55 pm »
I've been doing a bit of rewording recently, but this set of three cards is pretty close to perfect. Just change "round" to "rounded" in Depository, add "of your deck" to Regent, and maybe just a comma in Medical Tent, and this looks official. Now, as for my thoughts...

Depository -- I was wondering about the number of Treasure cards needed, but after looking at some Gardens games on CouncilRoom, I think 5 is a good number of Treasures per point.

Regent -- This sounds interesting. It can both help a good engine and be rendered useless by the same engine if you draw all of your cards each turn before playing Regent. Not to mention the ability to set up your next hand a good bit. Still could be a little strong, but it's worth putting to the test.

Medical Tent -- It's like Hamlet, in a way. If you have some crap you can discard, you can basically turn this into a Laboratory or better, same way that discarding excess with Hamlet turns it into a Worker's Village. I think it would be too strong at a $3, so $4 is a good price for this one.

163
Variants and Fan Cards / Re: Conquest - The 3s
« on: September 29, 2011, 10:30:25 am »
As I did with the 2s, I'll rework the 3s based on official wording, then give my thoughts on each card.

DEFLECTION
---
+$2
Name a card type. Each other player discards a card of the named type from his hand (or reveals a hand with no cards of the named type), then draws a card.
--
Action/Attack - $3


(Quite similar to you $2 card Assassin, but with more money, slightly less-perfect aim, and only one card drawn by opponents. I assume that the other players get to draw a card no matter what, including using Moat/Lighthouse. I see this as being more fun than Assassin as well -- name Attack, and if you whiff, your opponent might just draw that Attack you were trying to get rid of. Whoops!)

MERCENARY
---
+$1
Each other player may discard a Treasure card from his hand. If he doesn't, he gains a Curse.
--
Action/Attack - $3


(Worded this to feel more like Mountebank, since this is like Monty-lite. Terminal Copper instead of Silver, Coppers block it, and opponents don't get Coppers. The card creation guide advised against $3 Cursors, but the bribery defense mechanic makes this acceptable, in my opinion.)

RAGE
---
+1 Buy
+$2
Discard a card.
-
Whenever you discard a card from your hand, you may discard this from your hand. If you do, +2 Cards.
--
Action/Reaction - $3


(A strictly-worse version of Woodcutter on its own, this could get pretty interesting if you have some Villages and enough Rages to combo with. Also good against cards like Cutpurse and your Mercenary, which can restore your hand size to 5, or Militia and Torturer, allowing you a net loss of just one card.)

RECYCLE
---
Trash up to 2 cards from your hand. +1 Card per card trashed.
-
If you trash a card, you may discard this card from your hand. If you do, gain a Silver.
--
Action/Reaction - $3


(I'm guessing you want the reaction ability to work with all trashing, not just from your hand. If so, this would be interesting in Thief/Pirate Ship games for sure, because you can replace a trashed Copper with a Silver, but then you'll be potentially allowing your opponents to knock out said Silver. I want to try this out.)

EXPERIENCE
---
$2
When you play this, gain a Treasure card costing up to $1 per Copper you have in play.
-
When another players plays an Attack card, you may discard this from your hand. If you do, gain a copy of the Attack card played.
--
Treasure/Reaction - $3


(So unless you have at least 3 Coppers in play, you'll be gaining a Copper when you play this. Most of the time, that might not make this card worth the purchase, but I could see this working magic along with Counting House. Of course, the Reaction might be the big draw if there are good stacking Actions on the board.)

SILVERSMITH
---
+1 Buy
Silver produces an extra $2 this turn.
--
Action - $3

(Build a good Silver engine, win the game easily. I agree with a lot of people in thinking that this is too strong as it is now.)

FIEFDOM
---
When you play this, it's worth $1 for every Victory card you have in play (including this).
-
1 VP
--
Treasure/Victory - $3


(Certainly ridiculous when paired with Great Hall, Nobles, and/or Harem, and also has bonus power with Ironworks and Transmute (and Tribute), but by itself will probably just be cute. Worth trying, for sure.)

FOOT SOLDIER
---
+$2
-
1 VP
--
Treasure/Victory - $3


(More reliable than Fiefdom, but nowhere near as much fun as a result.)

CASTLE
---
Choose one: Set aside a Victory card from your hand onto your Castle mat (or reveal a hand with no Victory cards); or +$1 for each card on your Castle mat, then put a card from your Castle mat into your hand. Return all cards on your Castle mat to your deck at the end of the game.
--
Action - $3


(Had to add a few things to clarify matters, I hope. If these clarifications are not what you had intended, let me know. As for my opinions, it's a bit like a self-imposed Pirate Ship/Island combo, but not quite as good as either. I might see this as a $4 myself)

PROSPECTOR
---
+1 Card
+1 Action
Reveal the top 5 cards of your deck. Discard one of the revealed cards, then put the rest back on top of your deck in any order.
--
Action - $3


(Yeah, this is better than Scout. Even if it doesn't automatically clean out the Victory cards, it's still far too easy to chain Prospectors together for a dominant deck. Dropping the revealed card amount to 3 might be for the best.)

FORMATION
---
Whenever a player (including you) buys a card, you may discard this from your hand. If you do, gain a card costing up to $2 less than the card bought.
--
Reaction - $3


(At last, a pure Reaction that I could see really working, since every game will have people buying cards. As WanderingWinder said, you could use this to nab a Duchy as the last Province is bought, hopefully giving you the win as a result. That does beg the question, what if multiple players reveal Formation, and they all want the same card, but there are not enough copies of the card to go around? Who gets priority? Would it be the player to the left of the card buyer?)

164
Variants and Fan Cards / Re: Conquest (WW's Fan Double Expansion) - the 2s
« on: September 29, 2011, 09:22:23 am »
Why not "+1 Card" on Bronze?  Contraband having "+1 Buy" is a precedent for vanilla bonus shorthand on treasure cards.

For some reason, the "+1 Card" thing felt off to me. I was well-aware of Contraband's "+1 Buy," and felt it was appropriate due to the monetary nature of the card. Perhaps I'm just being weird. Here, I'll post an alternate wording...

BRONZE
---
$1
+1 Card
You may put a card from your hand on top of your deck.
--
Treasure - $2

165
Variants and Fan Cards / Re: Conquest (WW's Fan Double Expansion) - the 2s
« on: September 28, 2011, 10:32:35 am »
Because I'm such a stickler for good wording, I revised these cards so that they more accurately reflect the wording of the official cards. Don't worry -- none of the cards' effects have been altered because of this. I have also included my thoughts after each reworking.

SQUIRE
---
+$1
Draw until you have 5 cards in your hand.
--
Action - $2


(I referenced Library and Watchtower to know how to word this baby. As for a terminal Copper that works well with Festival/Fishing Village/Servants' Village/etc., I'd like to try it.)

SERVANTS' VILLAGE
---
+2 Actions
+$1
--
Action - $2


(Didn't need rewording, but I'm still worried that Fishing Village, while $1 higher, too ridiculously outranks this card. Yes, the same feeling about Warehouse over Cellar, but at least Cellar came out first.)

BRONZE
---
$1
When you play this, draw a card.
You may put a card in your hand on top of your deck.
--
Treasure - $2


(I think this is a bit too strong at $2. If you draw a Treasure, it's basically a cheap Venture without the forced-play mechanic. If you draw a Victory or Curse card, unless you're hoping to keep these cards around for Ambassador/Baron/whatever, you now have one less crapola card for your next turn. If you draw an Action card, you can simply put it back. In any case, if you have a card you want to save for the next turn, you can do so. It's like Courtyard, only not forced.)

NOVICE
---
+1 Action
Gain a card costing up to $3.
--
Action - $2


(I like this card, not to mention the already-perfect wording. The card-gaining power by itself would be a bit weak even at $2, so the +Action boosts its power just a bit. With Watchtower and a card-drawer in hand, this could be a wicked combo that's not too broken, but we'll see.)

RENEW
---
+1 Card
+1 Action
-
During your Cleanup phase, put your deck into your discard pile.
--
Action - $2


(The wording now reflects cards like Chancellor and Herbalist. I'm not the biggest fan of non-stacking effects, but this could be interesting.)

ASSASSIN
--
+$1
Each other player reveals his hand, then discards a card of your choice. Each player who discards a card this way draws two cards.
-
Action/Attack - $2


(Again, I'm with the people who hesitate around targeted discarding, but the +2 Cards deal nerfs the attack a bit. I think it could be reworked further so that each other player draws 2 cards post-attack no matter what. That way, they get cards even if their hand has somehow become zero, or if they play a Moat or have Lighthouse in play.)

166
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 26, 2011, 09:00:07 pm »
Added a new card, added concept information to each card, and made a few changes based on the comments seen so far. Thanks for all of the help, guys.

167
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 24, 2011, 01:33:47 am »
Bumping again, since I have three new card concepts to show off and get feedback for. Also, finishing the final touches on a Curser and a Victory card, which will get me to a nice half-expansion size.

168
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 23, 2011, 05:43:14 pm »
Here's one possible rework, with some room for improvement on how treasures from the hand are "spent":

-
+1 Action
If you do not have $2, you may play Treasures until you have a least $2.
You may pay $2. If you do, +2 Cards.
-
When another player plays an Attack card, you may reveal this from your hand. If you do, discard it and gain a Manifest token. A Manifest token may be expended for +$2 any time you could play an action or treasure card.
-
Action/Reaction - $3


I like that. I have to admit that I forgot about the whole "don't make reactions cantrips" thing from Rinkworks' guide. I'll go with your suggestion, guided, with a little bit of an edit...

MANIFEST (new version)
---
+1 Action
You may immediately play two Treasure cards from your hand, or return a Manifest token to the supply for $2.
You may spend $2 you have in play. If you do, +2 Cards.
-
When an opponent plays an Attack card, you may reveal and discard this card from your hand. If you do, gain a Manifest token.
--
Action/Reaction - $3


How does that sound? I know the Action part still allows the use of cards like Horn of Plenty, but I'll playtest this (when I can, which unfortunately is not nearly as often as I'd like) to see whether it does goof things up so much.

169
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 22, 2011, 11:21:03 pm »
I don't understand how Coal Mine is supposed to work without the requirement that it be in play. Does it mean that you put a token on your Coal Mine mat every turn that you meet the stated requirement about money and buys, even if you didn't play Coal Mine that turn?

That's correct. I'm still trying to find the right amount of leftover money so that Coal Mine doesn't become too easily broken. I worry that the "have it in play" caveat makes it too hard to get it to its full potential. This one needs a lot of work, I know.

170
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: September 22, 2011, 10:52:24 pm »
Just bumping this up, since I finally found some time to make a few changes. Added a few new cards, tweaked the ones I had, and just generally looking to stave off my boredom. Keep up the feedback, because I need it.

171
Variants and Fan Cards / Re: Fan Expansion: Locomotion
« on: July 18, 2011, 12:11:37 am »
Thanks for the commentary and confidence, minced. Just to clarify, Coal Mine adds tokens to the mat if you have no Buys remaining -- as in, you used up all of your Buys during your Buy phase. Also, Handcar is stronger in multiplayer because you get to draw a card for each opponent that trashes a Treasure. If all three of your opponents choose to trash a Copper, that means you draw a total of 4 cards (the one automatically, and one for each trashed Copper), and you also get the Action. True, each opponent gets to draw as well, but still...

As to why Conductor is named Conductor, it's because he's a train conductor, of course. He gets paid ($2) to check passengers (opponents) for tickets (Victory cards). If they don't have one, they have to pay up (discard a Treasure). If they can't pay, the Conductor has to kick them out (discard the hand).

172
Variants and Fan Cards / Fan Expansion: Locomotion
« on: July 17, 2011, 05:46:01 pm »
A new age has entered your kingdom -- the age of rail. New technologies allow travelers to make their pilgrimages much easier than before. Large quantities of materials and other goods can be transported at once, thanks to these beautiful, heavy-duty machines. Of course, all of this convenience comes with new costs. It's no longer enough just to buy improvements to your infrastructure -- they need to be fixed, updated, protected from those obnoxious vandals... And that's just the beginning. A foolish leader will invest in the wonders of the rails without considering what is needed to use them well. You're not that foolish... are you?

In other words, I'm working on a train-themed fan expansion with utilizes resource management as the primary mechanic. Yes, I know a lot of the rail transport-based card names will not fit in with the more medieval setting of Vaccarino's official originals, but whatever.

Originally, Locomotion was just a Treasure-card-based half-expansion, but I decided that that was too much like Prosperity, so I modified the cards I've been working on to fit the resource management idea a bit better. You'll still see some of my earlier thoughts in the card drafts I show you. Anyway, many of the cards will include some added cost beyond the initial buying price. Hopefully, the designs of these cards will allow for wise players to utilize these extra costs and show just how powerful they can be.

Each card idea will have the general concept I'm aiming for in parentheses afterward, along with edit history. I still need lots of playtesting done to make sure these are priced right and not too game-breaking at any price. Anyone who wants to help on their own is certainly free to do so.

BANDITS
---
Set aside up to two Treasure cards from your hand. If you do, each other player reveals cards from his deck until he reveals a Treasure card. They trash the revealed Treasure cards, then discard the rest. You may gain any trashed copies of the set aside cards. Trash the set aside cards.
--
Action/Attack - $4


(Concept: A more targeted version of Thief, but with a bit of a caveat added to keep the power level down.)
(Still debating the price of this card. It's similar to Thief, with the bonus of almost always hitting a Treasure, but the detriment of needing to trash your own card(s) to do so, not to mention only gaining copies of said card(s). Still, you could trash two Coppers easily with this card. What do you think?)

CABOOSE (New Version)
---
Reveal your hand, then immediately play all Treasures in your hand in any order. Buy a card.
-
While this is in play, if you have no Golds in play when you buy a card this turn, gain a Gold.
--
Action - $5


(Concept: Hopefully a good card for getting quick Gold power that quickly turns less than ideal once you actually want to play said Golds. Needs more testing for sure.)
(Edit 1: Added a single word to nerf this baby a bit. Just to clarify, each Caboose in play only gets you one Gold per turn.)
(Edit 2: I still want this card to allow a player to gain multiple Golds per turn, provided they have no Golds to play. Therefore, I added a mechanic that forces play of all Treasures in your hand.)

COAL MINE
---
+1 Buy
When you play this, it's worth $1 for each token on your Coal Mine mat.
-
(Setup: During your Cleanup phase, if you have 0 Buys and at least $3 remaining in play, put a token on your Coal Mine mat.)
--
Treasure - $6


(Concept: A potentially powerful Treasure that requires quite a bit of setup to get that power. The question is, how do I balance this card out so that it is neither too easy to make stronger than Gold, nor so restrictive that it's not worth trying for?)
(Edit 1: Added a +1 Buy to the card, and added that you must have this card in play to get the token. Now I'm worried that it's too weak.)
(Edit 2: Removed the necessity to have the card in play.)

CONDUCTOR
---
$2
Each other player may reveal a Victory or Curse card from his hand. If he doesn't, he may discard a Treasure card from his hand, then gain a Curse, putting it into his hand. If he doesn't, he discards his hand.
--
Action/Attack - $5


(Concept: I've wanted to see if there was a way to have a full-discard attack without it being too powerful, as well as a card that makes Chapel decks less all-powerful. This card hopefully fulfills both roles.)
(Edit 1: I've been worried about the Treasure-discard attack and how it might be too much in 3-4P games or with TR/KC, so I added the Ticket.)
(Edit 2: Got rid of the Ticket, just made it a good old Curser, and added the Curse blocking power to the card.)

COUCHETTE CAR (NEW!)
---
Reveal your hand, then discard all of the non-Treasure cards from
your hand. Draw until you have seven cards in your hand. Each other
player may reveal a Victory card from his hand. If he does, he draws
until he has six cards in his hand.
--
Action - $5


(Concept: The set's Library variant, and I also wanted to add some more interaction. The bonus to other players won't usually be so great, at least when you compare it to the guaranteed +1 Card from Council Room. It could be much better when Militia'd with a Nobles you keep in your hand, but that's not very likely...)

DEPOT VILLAGE
---
+1 Card
+2 Actions
You may put a Victory card in your hand on top of your deck. If you do, +$2.
--
Action - $4


(Concept: Since every set needs a Village card, here's mine. Sort of like a self-imposed Bureaucrat.)

FUNICULAR
---
+2 Cards
You may discard a Treasure card costing at least $3 from your hand. If you do, +3 Cards.
--
Action - $4


(Concept: A Smithy-like card that can be more powerful if one is willing and able to pay the additional cost, but rather weak otherwise. So far, really only playtested against Smithy with Big Money decks, and Smithy has won every game. Expecting it to get much better with Villages.)

HANDCAR
---
+1 Card
+1 Action
Each player (including you) may trash a card from his hand, then draw a card if he does. If any other player trashes a card, +$1.
--
Action - $3


(Concept: Originally, a card that becomes stronger in games with more players, since I believe this game needs to encourage larger games. Apparently, people don't like that. Anyway, this card is still better in larger games, but not to such an insane degree this time.)
(Edit 1: Added the ability to have the player trash a Treasure, but to no added benefit.)
(Edit 2: Removed most of the scaling issues, as well as the Treasure-only mechanic. It's still more powerful in larger games, but hopefully not ridiculously so. Also added the $1 if opponents trash and draw.)

JUNKYARD
---
+1 Action
+1 Buy
+$1
You may convert 2 Actions, 2 Buys, or 1 Action and 1 Buy into $1.
--
Action - $2


(Concept: A way to put those extraneous Actions and Buys to better use.)
(Edit 1: Added the +1 Action, so that the card by itself isn't completely useless. Now, with no other Actions in play, this basically becomes a $2 Silver that requires an Action to play.)

MANIFEST (Second New Version)
---
+1 Action
You may immediately play up to two Treasure cards from your hand.
You may spend $2 you have in play. If you do, +2 Cards.
-
If another player plays an Attack card, you may reveal and discard this card from your hand. If you do, gain a Manifest token. Manifest tokens can be returned to the supply for $1 at any time.
--
Action/Reaction - $3


(Concept A: A card where you must spend coins in play to use to its fullest potential.)
(Concept B: A reaction card that gives you extra coinage.)

REPAIRS
---
+1 Action
Return a card from your hand to the supply. Gain a card costing the same as or less than the card trashed, putting it into your hand.
--
Action - $4


(Concept: Originally just a way to trade away crap cards for some instant gratification. Now, I can see a strategy of trading a high-cost card for something of the same or lesser value that will better allow you to use other cards in your hand. For example, got two Torturers but no Village cards in your hand? Repair one into a Bazaar or Worker's Village or something.)
(Edit 1: Instead of trashing, the card is now returned to the supply.)

STEAM ENGINE
---
If this card is played as an Action, +$3.
-
If this card is played as a Treasure, $1.
--
Action/Treasure - $5


(Concept: Since there hasn't been an Action/Treasure yet, this is my attempt at one. Why Steam Engine? Because to me, steam engines are so cool that they don't need to be in action to be worthwhile, but are obviously better when in action.)

TERMINUS (New Version)
---
Set aside a card from your hand onto your Terminus mat.
-
At the end of the game, this card is worth 1 VP for every Victory card on your Terminus mat. Trash all cards from your Terminus mat.
--
Action/Victory - $5


(Concept: The set's requisite big VP card. Yes, it's very Island-like, but whatever. Also, to clarify, any Terminus cards on the mat are not worth any points themselves, because they are returned to the deck AFTER your deck's Termini are valued.)
(Edit 1: Terminus-mat cards are now trashed, but you can put other cards on the mat to trash at the end of the game. I might add points for multiples of non-Victory card.)

Feel free to share your thoughts on yet another fan's attempt to get in on the creativity of this fantastic game.

173
Time for some rewording magic (note: some of this rewording changes the mechanics just a bit for clarity's sake):

BLACKMAIL
--
Each other player gains a Black Mark card.
-
Action/Attack - (4)

BLACK MARK
--
Trash a card from your hand.
-
While this is in play, cards cost (1) more. Trash this card from play during your cleanup phase.
-
*This card is not in the supply.
-
Action - (0*)

RINGLEADER
--
Reveal the top three cards from your deck. Play one Action card other than Ringleader revealed this way, then put the other revealed cards into you hand.
-
Action - (6)

BRIGAND
--
+1 Action
+(1)
Each other player reveals his hand, then discards the card with the highest cost from his hand.
Each other player draws a card.
-
Action/Attack - (3)


And now, for my thoughts:

BLACKMAIL/BLACK MARK: Unlike rogerclee, I'm not exactly seeing the strength of the Black Mark so much that Blackmail must be a (4) with that effect alone. If the Black Mark is put into the hand, that's six cards in hand, easily lessening the blow. If not, then the Black Mark won't be seen until deck 3, when the opponents should have enough cards to not make the (1) caveat that bad. Annoying, yes, but not horrible. Finally, Black Mark would not be a deterrent to trashing strategies, because it looks like Black Mark can be trashed itself.

That leads me to believe that there should be something else to the Black Mark. Perhaps if the Black Mark was set in front of you at all times, instead of put into your hand or discard pile. You can then use an action to trash a card from your hand, then trash the Black Mark permanently. This way, it'll also prevent Chapel or other trashers from getting rid of it so easily.

One last point: similar to Forgery sounding too much like Forge, Black Mark sounds too much like Black Market to me. I would name it Scandal, because isn't that what Blackmailing does, anyway? Exposing other peoples' scandals, which makes their lives worse until they take care of it, with a cost.

RINGLEADER: Here, however, I agree with rogerclee about how good this card is. Especially if you draw a +Action(s) card this way. Maybe you could reduce it to +2 Cards instead, which would lessen the cost a bit as well, I think. Another possible caveat would be that if multiple Action cards are revealed, those not played are discarded.

BRIGAND: The wording you had before hand sounded like you could just opt to discard a Victory card (but not a Curse) and get something else if an opponent plays this. If that was the intention, then forgive the change. This new way, however, makes this card sounds like a massive pain early on. Second decks could have their star cards negated very easily. Near the endgame, though, it'd be much easier to discard a Province or Colony and get something better in return.

174
Let me start by rewording the cards to make them more like official cards:

SLUM
--
+1 Card
+2 Actions
Each other player discards a Slum card from his hand, or reveals his hand containing no Slum cards.
-
Action/Attack - (2)

COURTESAN
--
+2 Cards
You may discard up to two cards from your hand. +1 Action for each card discarded this way.
-
Action - (3)

(4) FORGERY (4)
--
(4)
+1 Buy
When you play this, each other player may reveal a Treasure card from his hand. -( ) equal to the highest ( ) value revealed.
--
Treasure - (4)

(Note: ( ) is basically the same as $. I just like to write it this way because it's similar to the Coin logo on the cards)

Now, for my thoughts:

SLUM: I think this should be a (3) card like Village. It does get a little iffier in games with more players, but in two-player games, the attack power balances out the related penalty.

COURTESAN: I see this more as a (4) card at the very least. Unless your hand is full of awesome cards you don't want to lose, you can easily find a crappy card to discard to make this a lot like a Laboratory. Two crappy cards, and you can basically make this better than Lab. And if you don't have any Action cards, you don't need to discard.

FORGERY: Again like Slum, this card loses a lot of power in 3-4 player games. Perhaps you could make it work more like Tribute or Contraband, where just one other player is affected/gets to affect you. I like this card idea, though. Mostly because I have a card in my own fan expansion that's like it (it's a Treasure worth (4) initially, but loses (1) for every Action card in play). I would change the name just so that it's not too easily confused with Forge (like Counterfeit or something).

ETA -- My bad on the Slum vanillas. Fixed now.

175
Variants and Fan Cards / Re: Make up your own card?
« on: June 23, 2011, 08:05:15 pm »
Here's an idea of mine. If you're wondering about the name, this idea comes from a Train-themed fan expansion I've been working on.

CONDUCTOR
Action/Attack - (5)
-
+(2)
Each other player reveals and discards a Victory card from his hand. If he doesn't, he reveals his hand, then discards the Treasure card with the highest cost of his choice from his hand.


While I'm at it, here's another from the same fan-expansion.

SNACK CART
Action - (3)
-
Trash a Treasure card from your hand. If you do, choose an Action card in the supply other than Snack Cart costing up to (3) more than the trashed card. Play that card's effect.

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