Hello!
I find it funny to make serious specuations about the new Dominion expansion. Sure, it is very unlikely that Adventures looks like I predict. This will look ridiculous when we know Donald's cards. This is just for fun. And in the end it will make us aware of how good the official Dominion cards are!
So here is what I would do coming from
this description.
Some of these are adaptions of LastFootnote's
Activation cards or other cards from this forum, some cards are from the
German forum and some are new.
Feel free to post your own ideas and predictions.
Duration cards:
Note that the Duration type doen't mean the card is discarded in your next turn's cleanup! Most of these cards are not like the Durations from Seaside. They are discarded in the cleanup phase when all their on-play effects are resolved.Relocate (Action - Duration) $4
Set aside a card from your hand. At the start of each of your future turns, if a card set aside by this, trash it and gain a card costing exactly $1 more. You may set aside the new card.
(Edit: Grammar)
Transport Ship (Action - Duration) $3
+2 Cards
+1 Action
At the start of your next turn, discard down to 3 cards in your hand.
(Edit: Lowered cost from $4 to $3.)
Ambush (Action-Duration) $2
Now and the next time another player buys a Victory card, +2 cards.
Donjon (Action-Duration) $5
+4 Cards
Set aside a card from your hand. After the next time you shuffle your deck, discard the card you set aside.
(Edit: Clarity)
Prince's Chamber (Action - Duration) $4
You may play an Action from your hand. When you would discard it in this cleanup phase, set it aside instead. Play it again at the start of your next turn.
(This one changed a lot between Reserve and Duration. It went back to a Duration with Prince's phrasing.)
Reserve cards
When a Reserve card is played, you don't put it into play but on your Reserve mat. Either immediately or at any future time during your Action phase, you may put it into play which will trigger the "when you put this in play" effect. You can put a Reserve card from the mat into play whenever you'd regularly be able to play an Action from your hand. This does not use up an Action though.Granary (Action - Reserve) $5
+1 Action
Now and when you put this into play, +$1 +1 Buy.
Caravansary (Action - Reserve - Reaction) $4
When you put this into play, +2 Cards.
When you gain a card costing $0, you may reveal this from your hand or from play. If you do, put this on your Reserve mat.
Town Gate (Action - Reserve) $4
Now and when you put this into play, draw until you have 6 cards in your hand.
While this is on your Reserve mat, when another player plays an Attack card, you may trash a card from your hand.
Fruit Market (Action - Reserve) $3
You may trash card from your hand that is not a Treasure. If you don't, put this into play.
When you put this into play:
+4 Cards
+1 Buy
Trash this.
Balcony (Action - Reserve) $5
+1 Action
When you play an Action, you may put this into play. If you do, play the Action again.
(This idea comes from the
Dominion outtakes,
see here.)
Cards using a non-supply pile:Wagoner (Action - Reserve) 0*
When you put this into play, +1 Action and return this to the Wagoner pile.
(This is not part of the supply.)
The Wagoner pile consists of 16 Wagoners.Traveller's Village (Action) $4
+1 Card
+1 Action
Gain a Wagoner from the Wagoner pile. Play it.
Wainwright (Action) $5
+$3
Gain a Wagoner from the Wagoner pile.
Fair (Action) $2
+1 Action
+$1
Every time you put a Wagoner into play this turn, +1 Card.
When you discard this from play, for each unused Action, gain a Wagoner from the Wagoner pile.
Player tokens
Each player gets a player color that is indicated by his Reserve mat. In that color, he gets 10 tokens. The tokens are put on an Action supply pile by explicit card effects. When the player plays a copy of an Action from a pile with his token, he also resolves the token effect after resolving the card text.
When a pile with tokens on it gets empty, the tokens lose their effect and are returned to the players.Every player has 2 of the following tokens:
+1 Card.
+1 Action.
+$1 +1 Buy.
Gain a Duchy.
Gain a copy of this.Exploration Ship (Action) $5
When you discard this from play, you may put it back to the supply. If you do, put any of your tokens on the Exploration ship pile.
Spearman (Action-Attack) $4
+$1
Each other player removes a "+$1 +1 Buy" token from the Spearman pile.
If he does, he gains a Curse.
Otherwise, he puts a "+$1 +1 Buy" token on the Spearman pile.
Other cool cards:Courier (Action - Attack) $5
+2 Cards
Each other player gains an Offering in your color from the Offering pile.
Offering (Action) $0*
+1 Action
For you and player blue: +1 card.
Return this to the Offering pile.
(This is not in the supply.)
The Offering pile consists of 5 Offerings in each of the 6 colors.River (Action) $3
+2 Cards
Return this to your hand.™
(This one got unlikely since Asper
changed this into an ancillary card now.)
Army (Action-Attack) $4
+$2
Each other player turns the top card of his deck face-up. When he would draw the face-up card, he turns it face down instead.
(Something like that could work with tokens as well.)
Round Village (Action) $4
+1 Card
+2 Actions
When this is in play at the end your buy phase, you may pay $1. If you do, put this on top of your deck.
Treaty (Reaction) $4
When the player to your right discards an Action from play, you may reveal this from your hand and set it aside with that action card. Play that Action at the start of your next turn. When you would move it from play, put it on the discard pile of the player to your right instead, then discard this Treaty. When you discard this from your hand, you may reveal it and put it on top of your deck.
Event cards
Play with 2 random Event cards if one randomly drawn card of the kingdom is from Adventures.
Events can be bought like the other cards, but instead of gaining them, you immediately play them (they are not considered "in play" though). Events can never be gained.
The Events are:
Market Day (Event) $1
The first time you play this in your turn, +2 Buys.
Manipulation (Event - Attack) $1
Each other player reveals the top card of his deck and discards it if it costs $2 or more and is not a Victory card.
Wagoner (Event) $2
Gain a Wagoner from the Wagoner pile. Play it.
Survey (Event) $2
Look at the top 5 cards of your deck and discard any number of them. Put the rest back in any order.
Ball (Event) $2
Look through your discard pile. Put a card from it on top of your deck.
Round Table (Event) $2
+1 Buy. Put your deck into your discard pile.
Offering (Event - Attack) $3
Each other player gains an Offering in your color from the Offering pile.
Carriage (Event) $3
Place one of your +1 Action tokens on an Action pile in the supply.
Invention (Event) $3
Place one of your +1 Card tokens on an Action pile in the supply.
Treaty (Event) $3
Place one of your +$1 +1 Buy tokens on an Action pile in the supply.
Accolade (Event) $3
Place one of your Gain a Duchy tokens on an Action pile in the supply.
Scholar (Event) $3
Place one of your Gain a copy of this tokens on an Action pile in the supply.
Remodeling (Event) $3
Trash a card from your hand. Gain a card costing up to $2 more than it.
Holy Mass (Event) $4
Trash any number of cards you have in play.
Expedition (Event) $4
During this cleanup phase, draw 2 additional cards.
Reserve (Event) $4
When you discard an Action card from play during this Cleanup phase, put it on your Reserve tableau.
When an Action card is on your Reserve tableau that is not a Reserve card, you may play it during your Action phase (for free).
Damnation (Event - Attack) $5
Each other player gains a Curse card.
Any ideas for the other half of the tokens? My guess is they will be either coin tokens (like from Guilds) or two times 15 single-card tokens (like for Embargo). Or some other way to "modify cards"?
Also, there are still a lot of slots open, maybe I will also come up with more.
Old Reserve mechanic (it got changed after
player tokens where leaked):
60 Tokens, half of these are
Reserve tokens.
You put Reserve tokens on a card if the card tells you to do. You can spend the token either immediately or at any future time during your Action phase to get the benefit for the token. This does
not cost up an Action, but you can't spend a token after you used up all your Actions.
Cards with Reserve tokens on them are not discarded in the cleanup phase. A Reserve token looses track of the card if it leaves play otherwise, then the token is discarded.
Granary (Action - Reserve) $5
+1 Action
Put two Reserve tokens on this. When you spend a token from this card, +$1 +1 Buy.
(Edit: Error - "now" removed)
Caravansary (Action - Reserve) $4
Put 2 Reserve tokens on this. When you spend a token from this card, +1 Card.
While this is in play, when you gain a card costing $0, put a Reserve token on this.
Town Gate (Action - Reserve) $4
Put a Reserve token on this. Now and when you spend the token, draw until you have 6 cards in your hand.
While this is in play, when another player plays an Attack card, you may trash a card from your hand.
Fruit Market (Action - Reserve) $3
Put a Reserve token on this. When you spend that token:
+1 Card
+1 Action
+$1
+1 Buy
Trash this.
Balcony (Action - Reserve) $5
+1 Action
Put a Reserve token on this.
You may spend that token when you play an Action. If you do, play the Action again.
Prince's Chamber (Action) $4
Put a Reserve token on an Action you have in play that is not a Duration card.
When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
(Edit: Reserve mechanic instead of Duration; Edit 2: changed cost from $3 to $4)
Pitman (Action) $3
+2 Cards
Discard a card. When you spend X tokens from this card, gain a card costing up to $X.
While this is in play, when you discard a card other than during Cleanup, put a token on this.
Wagoner (Action - Reserve) 0*
Put a Reserve token on this. When you spend that token, +1 Action and return this to the Wagoner pile.
(This is not part of the supply.)
Old Events:
Adventure (Event) $1
During this cleanup phase, draw 1 additional card.
Expedition (Event) $3
During this cleanup phase, draw 2 additional cards.
Campaign (Event) $5
During this cleanup phase, draw 3 additional cards.
Navigation (Event) $3
Look at the top 5 cards of your deck and discard any number of them. Put the rest back in any order.
Ball (Event) $2
Look through your discard pile. Put a card from it on top of your deck.
Round Table (Event) $2
+1 Buy. Put your deck into your discard pile.
Auction (Event) $1
+1 Buy. Discard your hand. +$1 per card discarded.
Market Day (Event) $1
The first time you play this in your turn, +2 Buys.
(Edit: Only once per turn.)
Holy Mass (Event) $4
Trash any number of cards you have in play.
Remodeling (Event) $3
Trash a card from your hand. Gain a card costing up to $2 more than it.
Expanding (Event) $5
Trash a card from your hand. Gain a card costing up to $3 more than it.
Curse (Event - Attack) $5
Each other player gains a Curse card.
Offensive (Event - Attack) $2
Each other player discards until he has 3 cards in his hand.
Manipulation (Event - Attack) $1
+1 Buy. Each other player reveals the top card of his deck and discards it if it costs $2 or more and is not a Victory card.
Accolade (Event) $4
When you discard an Action card from play during this Cleanup phase, leave it in play and put a Reserve token on it.
When a Reserve token is on an Action that is not a Reserve card, you may spend it during your Action phase to play the Action (for free).
Fair (Event) $6
Place a Reserve token on each Treasure card you have in play.
When a Reserve token is on a Tresure card, you may spend it when playing Treasures during your Buy phase to play the Treasure again.
Parade (Event) $2
Gain a Wagoner from the Wagoner pile. Play it.