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Messages - market squire

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201
Variants and Fan Cards / Re: Stack your Ruins!
« on: July 07, 2014, 10:54:24 am »
or to give the opponent's a way to sift Ruins.
This sounds the most promising.

Ritualist (Action-Attack-Looter), Cost: $4
Play any number of Ruins from your hand.
Each other player gains a Ruin.
He may put a Ruin from his hand on his discard pile.

In games using this, when a player discards a Ruin that he did not play this turn, he puts it on top of his deck.

202
Variants and Fan Cards / Re: Stack your Ruins!
« on: July 07, 2014, 06:51:03 am »
I didn't think about the accountability issue. It would need an extra rule that says you have to show every card that is discarded.

The concept is to force players to play the ruins because their effects are otherwise barely used.
Making Ruins worse is not that bad in my opinion because it is nice to play multiples with a Ritualist.
What about giving every player 2 Actions each turn?

203
Variants and Fan Cards / Re: Stack your Ruins!
« on: July 05, 2014, 04:09:20 pm »
Sure, a player who isn't prepared may get stuck quite fast. You can think of it as if ever ruin says efficiently: "-1 card. put this on top of your deck; or -1 action +[ruin bonus]". Which means villages are quite helpful to get rid of it (but also Ritualists themselves). I have not tested it yet.

204
Variants and Fan Cards / Stack your Ruins!
« on: July 05, 2014, 03:48:52 pm »
Hi,
I am still making cards in the German Dominionblog forums but now I decided to post a few of them here to get more feedback on the most promising cards.

Here is a card with a "stack those Ruins" rule:

Ritualist (Action-Attack-Looter), Cost: $4
Play any number of Ruins from your hand.
Each other player gains a Ruins.
He may discard a Ruins.
In games using this, at the start of each players clean-up phase, he reveals his hand and places any revealed ruins on top of his deck.




It makes Ruins nastier but also gives a possibility to handle them.
Originally I named it Ritualist (as it has some parallels to Cultist), but maybe some of you have better name suggestions. Maybe I'll create a nice photoshop thing for it when I get to find a good picture.

What do you think of it?


Edit: GeoLibs Version adopted.
First Version:

Ritualist (Action-Attack-Looter), Cost: $4
Choose one: Each other player gains a Ruins;
or play any number of Ruins from your hand.
In games using this, when a player discards a Ruin that he did not play this turn, he puts it on top of his deck.

205
Variants and Fan Cards / Re: Card Idea: Auction
« on: June 25, 2014, 12:29:33 pm »
Dang, can you tell me more about your playtesting? Did you not usually have more than one card to discard to it?
I can't remember, but I'll try to tell from the old forum thread (it was in 2010).
We tried other versions that did not discard but only reveal or that gave an extra +$1 for discarding Actions.
For the last version, I thought it would be nice to use dead Actions as Silvers. But we did not like buying many terminals without villages.
So I dropped that version and turned back to the original version but with +$1, which we found nice. (Edit: And yes, the original version often happened to be worth $0 or $1.)

I don't think it can have +1$. Even if testing it worked fine, there is a hidden power issue. If it has +1$, it guarantees you 5$, and that's quite problematic on a treasure. it's killer in slogs and straight up the best card for duke rushes
Well, my testing group can't be called professional players. Also Hinterlands etc was not out yet.

However, I was aware that it guarantees $5. Secret Chamber provides $4; Vault ensures $6. At the given price point, I think guaranteeing $5 isn't a no-go. Okay, the step from $4 to $5 is huge, but why not have a card that makes slogs strong?

206
Variants and Fan Cards / Re: Card Idea: Auction
« on: June 24, 2014, 03:58:55 pm »
I like it. I've made a similar card some time ago in the German Forum:

(Secret Passage)
Types: Treasure
Cost: $4
Worth $1.
When you play this, discard any number of cards from your hand. +$1 per card discarded.

It also got a little testing. It needed the basic worth of $1.
But I prefer your auto-discard wording, it makes it more straightforward.

207
Dominion General Discussion / Re: Interview with Donald X.
« on: June 05, 2014, 11:33:26 am »
- May? - a new strategy game that has not been announced. It's euro-ish, and has the Donald X. Variety Mechanic.
What about this one? :)
I guess it isn't a relative of Dominion? So, a boardgame/ tableau building game?
Can't you tell anything about who's the publisher or when they may announce it finally?

208
Dominion General Discussion / Re: Interview with Donald X.
« on: May 23, 2014, 11:13:02 am »
It would be nice if one-shots and Throne Rooms had types that cards could refer to. I made duration cards and Scheme and Band of Misfits anyway though. I think that's as close as it gets.
I don't get that. You mean a type like "Action/One-shot" or "Action/Throne"? How would that simplify the mechanics of Duration/ Scheme/ BoM? Would these card types open further design space?

209
Dominion General Discussion / Re: Interview with Donald X.
« on: March 23, 2014, 05:29:51 pm »
Ah, I understand...
(my take on Heroes of Might and Magic III, which was the best computer game ever in its day).
On the other hand, I really like it, or it least so much that I thought he was serious...

210
Dominion General Discussion / Re: Interview with Donald X.
« on: March 23, 2014, 11:01:54 am »
When are you going to post Dudes of Stuff and Things so that we can all play it (you did say it was the best game ever)?

Alternately, can you give a summary of what it was?
If theory wants he can put it up somewhere on the site for people to download. There are two versions, a DOS version and a Windows one (old old Windows). I think there is one fix in the Windows one and otherwise they are the same. Possibly the DOS version runs fast enough in DOSBox, I don't know. My computer has XP and will run the Windows one, but many computers will not be able to run it. But uh there they are, I don't mind if people want to try it, but theory will have to in some sense host it.

It's not the best game ever - it's the best computer game ever. It's very recognizably derivative of Heroes of Might and Magic II & III.
I was curious because i'm a bit familiar to Heroes of Might and Magic III, so I tried it and finally managed to run it via DOSBox. It plays very well and mostly similar to Heroes, but your game philosophy comes through: "twists" that can be added to the game (eh, I already know this word from somewhere...), plenty of monsters with funny special abilities, many different paths to go by leveling up heroes etc.
I really like your game and I'll play it the next weeks, but I don't really understand why you call it best computer game ever. Do you know many other computer games? (Well, I myself don't really but I'm sure there should be some more recent games that could be better.)


Would a Dominion spinoff always have the same base mechanic (every player has one deck to draw from and to improve) put together with some other stuff (board, tokens, other currencies, other types of cards, cards that don't go into the deck,...)?
Or are you also planning to abstract the base mechanics (e.g. board instead of deck)?

211
Variants and Fan Cards / Re: Activation Cards
« on: March 17, 2014, 02:41:31 pm »
Conversely, making the activation effect take an Action let me make cards that looked much more powerful. I'm hoping there are some crazy effects that you can balance by making them "double terminals". Citadel (above) is an attempt at that.
That is also a good answer to those "-1 Action" ideas.
I had considered using orange again for exactly this reason. I may still do that, but I feel like some people will say, "Orange? That's Duration's color."
Green? That's Victory's color.

Jewelry Trader could also be:
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Jewelry Trader
Types: Action - Activation
Cost: $2
+$3.
When you activate this, put it on top of your deck.

What about a Tactician variant?
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Grand Warehouse
Types: Action - Activation
Cost: $5
Discard two cards from your hand.
When you activate this, +3 Cards +1 Action.

212
Variants and Fan Cards / Re: Activation Cards
« on: March 17, 2014, 01:44:38 pm »
I also really like that idea for opening a huge new design space.
There have been some alike versions in the German forums, but it's a genious idea that it takes up an action to activate. Those similar types often had the problem to be too strong with Tactician or Minion (which we know from Black Market).

Why don't you use orange as colour for it? There are only so many distinguishable colours. The Activation type shares some basic features with the Duration type. Then, orange would mean "don't discard this in Cleanup if the card has yet something to do" and the difference between Duration and Activation could either be found in the card text or in the type line.

Some more ideas, spontaneously:

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Walled Hamlet
Types: Action - Activation
Cost: $2
+2 Cards.
When you activate this, +2 Actions.
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Jewelry Trader
Types: Action - Activation
Cost: $2
+$3.
When you activate this, put it into your hand.
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Silver Merchant
Types: Action - Activation
Cost: $4
While this is in play, when you gain a Silver, you may put it back to the supply and gain a card costing up to $5 that is not a Victory card.
When you activate this, gain a Silver.
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Engineer
Types: Action - Activation
Cost: $5
+3 Cards. +1 Action.
When you activate this, discard your hand. If you do, +3 Cards, +1 Action.

213
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Lockbox
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy.

When you discard this from play, if you do not buy a card this turn, you may set aside up to 3 Treasures from play. At the start of your next turn, put the set-aside Treasures into your hand.
Big Mandarin-Haven in the next turn. Not very exiting, especially because you don't know how many Treasures you will have next turn.

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Star Charts
Types: Action – Duration
Cost: $5
Now and at the start of your next turn, look at the top 4 cards of your deck, discard any number of them, and put the rest back in any order.

While this is in play, when a player buys a card other than a Victory card, he gains a copy of that card, putting it on top of his deck.
The top is terminal Cartographer. I mean, I love Cartographer, but why should it be on this card? The while in play looks funny, but I think it isn't appreciate. A good (building up) buy turns into two and a bad one is either doubled or the player doesn't want to make it. Imagine there were 6 Star Charts in play. Your next turn would be full of Silvers, Platinums, Treasure Maps, Star Charts or whatever. Nice card, but I don't think it works out.

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Shipwreck Cove
Types: Action – Attack – Duration
Cost: $5
+2 Cards. Each other player chooses a card he has in play and discards it. If that card would do something at the start of that player's next turn, that effect is cancelled. At the start of your next turn, +1 Action.
Hey, the "next turn" effects are triggered when the Duration is played. Not at the start of the next turn. I dislike "cancelling" effects that are already triggered.

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Harbourmaster
Types: Action – Duration
Cost: $5
+3 Cards. You may discard this from play. If this is in play at the the start of your next turn, trash it and +3 Cards.
Smithy with a "3-labs-pinata". Sounds good, especially for a megaturn. But not novel enough to me.

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Tariff
Types: Action – Duration
Cost: $4
+$2. Choose another player. At the start of your next turn, +$1.

While this is in play, when the chosen player buys an Action or Treasure card, you my discard a card. If you do, +1 Card.
Why not the player to your left (or right)? This version is political. You choose a player who will want rather to go green than building up more.
All in all, this is a kind of Merchant ship with an interactive duration cellar. I dont see what this card wants to be.

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Clipper
Types: Action
Cost: $3
+1 Card. +1 Action. Put a Coin token on an Action card pile in the Supply.

Cards cost $1 less per Coin token on their Supply pile, but not less than $0.
Yeah, first non-Duration! Sort of anti-Embargo. Since it effects all players, it is also very strategic, but only on actions. I really like it, it is also kind of a Duration Peddler. Individual cost changes can be very interesting, e.g. gain Grand Market by Border Village or generate a $1 cost to make Upgrade worse. Maybe it should be harder to play or even be trashed like Embargo. If the cost reduction ended when the pile is empty, I'd add a rule that it works also on empty piles.

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Beacon (A)
Types: Action
Cost: $6
+1 Action.

While this is in play, keep the top card of your deck revealed. During your Action or Buy phase, when the top card of your deck is an Action or Treasure, you may discard this from play. If you do, play that card and gain a copy of it.
There are some problems that the others have pointed out, but I like the basic concept. Something like Grand Herald/ Band of Misfits. It would work better without gaining the revealed card, but that would be too similar to Herald and Band of Misfits.

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Cottage
Types: Action – Duration
Cost: $3
+2 Cards. +2 Actions. Put 2 cards from your hand on top of your deck. At the start of your next turn, reveal the top 2 cards of your deck. You may discard one of them. You may trash one of them. Put the rest back in any order.
This is nice because it makes Scout and Wishing Well better, maybe overpowered. On the other hand, not exciting enough.

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Ship of the Line
Types: Action – Duration
Cost: $5
You may gain a Victory card costing less than a Province. At the start of your next turn, +3 Cards.

While this is in play, Victory cards cost $1 more.
Interesting. The "attack" is doubled for the player himself, so the 3 labs are justified. In strategy, it also makes the players build up their economy longer.

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Investment
Types: Action
Cost: $5
You may choose an Action card from your hand. Set aside this and the chosen card on your Investment mat. Return them to your deck at the end of the game.

When you play an Action card, +$1 per copy of it on your Investment mat.
A tradeoff that is relative to Pirate Ship: Shall I play this or shall I "Island" this to get more out of it? What I don't like about it is that it can lead to mono strategies where you just want to play one card as often as possible. E.g., Cellar with +$3 would be just sifting through your deck until you have played enough Cellars. Also note that the difference between Village and Bazaar or between Market and Grand Market is really huge. I also don't like to use a new mat.

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Shipyard (A)
Types: Action – Duration
Cost: $4
+1 Card. Now and at the start of your next turn, trash a card from your hand.
Not bad, but also not exciting.

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Fisherman
Types: Action
Cost: $4
+1 Buy. +$1.

When you discard this from play, put one of your Fisherman token on a Supply pile that costs $6 or less which is not a Victory card pile.

When you buy a card, gain a copy of it for each of your Fisherman tokens on that pile and remove all of your Fisherman tokens.

Clarification: Each player has his own Fisherman tokens (maybe in different colors) and you only gain copies of the bought card for YOUR tokens.
I don't like new tokens. It could also be "gain a card and set it aside; discard it when you buy a copy of it". But even that is only a delayed gain. Mostly it will gain Golds. The basic concept is good, but this version won't get my vote.

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Thugs
Types: Action – Attack
Cost: $4
+2 Buys. +$2. Each other player with 4 or more cards in hand discards 1 card for each card he gained last turn. Each other player with no cards in hand draws 3 cards.
Nice idea, but... no.

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Cannon
Types: Action – Attack – Duration
Cost: $5
+1 Action. +1 Buy. At the start of your next turn, you may trash up to 2 cards that are not Curses. If you trash exactly 1 card, each other player discards down to 3 cards in hand. If you trash exactly 2 cards, each other player gains a Curse.
Don't like next turn attacks. This one has not really a reason to be a Duration.

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Recycle
Types: Action – Duration
Cost: $5
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card, setting it aside face down. At the start of your next turn, return the gained card to your hand and trash a card from your hand, gaining a card costing up to $1 more than that trashed card.
A weakened Expand. Can only gain Provinces from a $5 with a $7 on the table. Maybe it is alright, but maybe a simple double-Remodel would be better?

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Martello
Types: Action – Duration
Cost: $3
Now and at the start of your next turn: +1 Action and +1 Buy.

While this is in play, when any player gains a card, you may choose for him to put that card on top of his deck. If you do, he may first discard the top card of his deck.
The "first" is unintuitive. I don't really see an interesting concept in this mixture of effects.

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Kraken
Types: Action – Reaction
Cost: $6
+$2. Put a card from your hand on top of your deck.

When you put this on top of your deck, you may reveal it. If you do, choose a card in the Supply; each other player gains a copy of the chosen card, putting it on the bottom of his deck.
A Reaction attack. Nice idea, but I don't see a strategical concept as Tunnel has. Other cards that trigger Kraken include Scavenger (pretty strong), Develop, Cartographer, and Ghost Ship (attacking while you are attacked can get very confusing). Maybe it could be a nice card if the attack was something else. The top part itself is too weak.

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Flagship
Types: Action – Duration
Cost: $5
Set aside a card from your hand face down. At the beginning of your next turn, reveal the set aside card, then reveal cards from your deck until you reveal a copy of it. Discard the other revealed cards and either trash both copies or put them into your hand.
Eh... Treasure Maps??

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Vessel
Types: Action – Duration
Cost: $4
Now and at the start of your next turn: +1 Buy and +$1.

While this is in play, when another player gains a card costing $4 or more, gain a card costing less than it.
Nice, but it shouldn't gain VP cards. "While this is in play, when another player gains a card, you may gain a card costing less than it that is not a Victory card". The fun thing is, the +Buys defend you that other's Vessels can't gain too expensive cards. Maybe too strong. How about $5 cost? Could be too near at Haggler then.

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Mermaid
Types: Action
Cost: $2
+1 Action. Discard the top card of your deck. Put the bottom card of your deck into your hand. You may put up to 2 cards from your hand on the bottom of your deck.
This could replace Pearl Diver. As a new card, it is not good enough.

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Beacon (B)
Types: Action – Duration
Cost: $2
+2 Cards. At the start of your next turn, +1 Card and put a card from your hand on top of your deck.

While this is in play, when you gain a card, trash that card or put it on top of your deck.
As Lighthouse is the Duration Moat, this is the Duration Watchtower. Not really compelling.

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Dispatch
Types: Action – Duration
Cost: $4
Trash a card from your hand. Gain an Action card costing up to $2 more than it, setting it aside face down. At the start of your next turn, play that Action card.
Okaay. Looks a bit weird, but I think I like it. It's a really new Rebuild variant because it only gains Actions.

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Observatory
Types: Action
Cost: $2
+1 Action. Trash a card from your hand. Look at one card from your deck per $ in its cost. You may put one of them into your hand and discard any number of the others. Put the rest back in any order.
Very nice idea for TfB. But it doesn't really reward trashing expensive cards.

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Treasure Fleet
Types: Action – Duration
Cost: $4
+1 Buy. +$2. When you buy a card this turn, gain a Treasure card costing less than it, setting it aside. At the start of your next turn, +1 Buy and put the set aside card into your hand.
Stronger than Merchant Ship in too many cases, I suppose?

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Commune
Types: Action – Duration
Cost: $2
Now and at the start of every turn this card is in play: Trash a card from your hand. Draw until you have 5 cards in hand.

Do not discard this from play during your Clean-up phase. While this is in play, it is also in the Supply.
:D So you can buy this from my in-play land? Cute idea, but too political. Maybe "discard this when another player buys a Commune"? But even that is political.

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Customs Officer
Types: Action – Duration
Cost: $1
+1 Card. +1 Action. While this is in play, when you gain a card, you may return it and this to the Supply. Gain a card with cost exactly equal to the total cost of the returned cards.
Why should this be in play for more than one turn?

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Supply Ship
Types: Action – Duration
Cost: $5
Gain an Action or Treasure card costing up to $4 and set it aside. At the start of your next turn, play it.
A Duration Armory. I like it, more than Treasure Fleet.

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Drift Bottle
Types: Action
Cost: $4
+2 Cards. Choose one: Trash the card on the Drift Bottle mat; or gain the card on the mat and discard a card per $ it costs. Put a card costing between $3 and $6 from the Supply on the mat.

Setup: Put a Silver on the Drift Bottle mat.

Clarification: There is just one communal Drift Bottle mat.
Too complicated. I suppose this is a fix for my Courier (A) of the Hinterlands Contest? The discarding is a too big penalty for gaining a particular card. However, Drift Bottle looks fun with on-trash abilities.

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Royal Armada
Types: Action – Duration
Cost: $5
+1 Card. +1 Action. You may choose an Action card in your hand and set it aside. At the start of your next turn, play it twice.
It looks pretty simple, but it isn't. The problem is, it turns one smithy from this turn into 6 Labs next turn. No.

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Raider
Types: Action – Attack – Duration
Cost: $5
+$2. Each other player discards down to 3 cards in hand. At the start of your next turn, +$1 and each other player discards down to 4 cards in hand.
Another Duration Attack this doesn't look worth it.

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Seafarer's Charm
Types: Treasure – Reaction
Cost: $0
Worth $1.

When you discard this from play, you may put it on top of your deck. When another player plays an Attack card, you may discard this from your hand. If you do, you are unaffected by that Attack.

Sunken Treasure
Types: Treasure
Cost: $3
Worth $1.

When you shuffle, put this at the bottom of your deck.

Clarification:  Seafarer's Charm and Sunken Treasure are not Kingdom Cards.  Each player begins with one of each in place of two starting Coppers.  Determine whether these Treasures are used by the proportion of Seaside cards, as one would Colonies or Shelters. Sunken Treasure has a special back.  When shuffling, you may choose the order in which you resolve multiple Sunken Treasures or Stashes.
Good ideas, but not interesting enough to change the starting decks.

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Shipyard (B)
Types: Action – Duration
Cost: $5
+2 Cards. Set aside a card from the Supply costing up to $6. While it is set aside, copies of it cost $1 less, but not less than $0. At the start of your next turn or when the game ends: Gain the set aside card.
Looks fun, it's a mix of Clipper and Supply Ship. But I think one of these concepts would be enough.

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Docks (A)
Types: Action – Duration
Cost: $4
Now and at the beginning of your next turn: +1 Card per card you have in play.
Okay, this rewards chains and especially Durations the next turn. I think its way to imbalanced.

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Fishmonger
Types: Action – Duration
Cost: $3
+1 Card. +1 Action. +1 Buy. At the start of your next turn, +1 Buy.
It's okay but we have enough vanilla Durations.

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Scalawag
Types: Action – Attack – Duration
Cost: $3
Each player may trash a Copper from his hand. If you trashed a Copper, each other player gains a Curse. At the start of your next turn, +1 Card for each Scallywag that any player has in play. If there is more than one in play, trash this.

While this is in play, when another player plays an Attack card, you may discard it. If you do, gain a Silver, putting it on top of your deck.
Too much going on here.

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Convoy
Types: Action – Duration
Cost: $5
+1 Action. Each other player may choose one: he draws a card; or he trashes a card from his hand. Now and at the start of your next turn, +2 Cards and +$1.
I don't want another Governor card. I mean, even with the penalty it is way to strong.

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Dock (B)
Types: Action
Cost: $4
+2 Actions. +1 Buy.

While this is in play, when you gain an Action card during your Buy phase, you may put this and the gained card on top of your deck in either order.
A nice one. Maybe rather a Hinterlands card. It would not cut away too much if it said "when you buy an Action card".

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Harbour
Types: Action – Duration
Cost: $4
+$1. You may trash this.

Do not discard this from play during your Clean-up phase. While this is in play, at the start of your turn, +1 Card. When another player buys a Victory card, discard this from play and gain a Harbour.
So this is a crazy one. Too wonky for my taste.

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Shipyard (C)
Types: Action – Duration
Cost: $5
+2 Buys. Now and at the start of your next turn: Look through your discard pile, reveal up to 3 Coppers from it, and put them into your hand.

While this is in play, when you would gain a card, you may gain a Copper instead.
I like Copper strategies, but this card is not really convincing me.

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Expedition
Types: Action – Duration
Cost: $4
Gain an Action card, putting it on top of your deck. Put a copy of it on the Expedition mat. At the start of your next turn: +1 Action and return the copied card to the Supply.

While this is in play, at the start of each other player's turn, he may play a card from the mat, returning it to the mat from play or from the trash at the end of his turn.
The other players play the card that you gain... Not a very convincing concept. If you choose Possession (you don't need potion which is maybe too strong anyway), you will be possessed in the turn when you draw the Possession. If you choose Lighthouse (or any Duration card), there will be the tracking issue. It could work, but what does it add to the game? Again, I prefer Supply Ship.

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Voyage
Types: Action – Duration
Cost: $5
Reveal cards from your deck until you reveal 3 costing from $3 to $6. Put those cards on top of your deck in any order and discard the rest. At the start of your next turn, +2 Cards.

When you would discard this from play, instead, trash this and gain a Voyage.
Nice idea for carddraw, but I don't like the idea of piling out automatically.

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Old Seafarer
Types: Action – Duration
Cost: $6
Before the Clean-up phase, set aside cards in your play area. At the start of your next turn, discard your hand, put the set-aside cards into your hand, and each other player draws a card.

While this is in play, you may not play an Old Seafarer.
Big Scheme! Nice idea, especially rewarding chains. But I don't think it might work out. Even with eHalcyon's fix, it would be very wonky, comparable to Madman. Maybe as a one-shot?

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Settlement
Types: Action – Duration
Cost: $5
Now and at the start of every turn this is in play: +2 Buys and +$2.

Do not discard this from play during your Clean-up phase. Instead, discard it from play when any player buys a Victory card.
The interactive Treasury. The interactive part is too political. If we cut that away, it would be very similar to Treasury.

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Coastal Raiders
Types: Action – Attack – Duration
Cost: $3
Each other player discards down to 3 cards in hand. At the start of your next turn, +$3.
A Duration Militia. Interesting, but not new enough to me.

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Sea Harvest
Types: Action – Duration
Cost: $5
+1 Action. Gain an Action card costing less than $1 per card in your hand. At the start of your next turn, gain a Treasure card costing less than $1 per card in your hand.
The good old bracket problem. For sure it is "costing less than ($1 per card in your hand)", but it's not clear. The next turn effect could be simpler if it refers to the future handsize. There are not many cases where you would have 7 or more cards. I'm not a fan of it.

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Shipyard (D)
Types: Action – Duration
Cost: $5
+2 Cards. Put a card from your hand on top of your deck. At the start of your next turn, gain a card costing up to $4, putting it into your hand.
The next turn effect is very strong. You can simply choose which chain component you need at this hand. I'm not sure whether this might be balanced. But if so, I really like it.

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In fact, reshuffles aside, the Duration Type is something of a bonus on this bizzarro Wharf; it would probably have to cost more than $8 rather than $8.  So a "strong now, weak later" Duration card would cost more than the strong effect, rather than less, which does not help to expand the design space.  You'd be better off just printing the strong effect without the tiny later bonus.

Of course, with the Wharf example, the strong effect leads to drawing your deck, so the reshuffle issue is more acute.  Imagine instead a Duration card which is "Pearl Diver now, Familiar later".  That card would be worth less than Familiar.  On the other hand, "Familiar now, Pearl Diver later" would tend to be worth more than Familiar.  Yet despite being the stronger of the two cards, I think the latter feels less fun.
Thanks for these interesting thougts. I do also prefer "weak now, strong later". But I don't really understand your reason why a card with reversed effects should cost more. Okay "strong now, weak later" is less fun, but why should it be considered weaker?
I think the next turn effect is just naturally better because it may be considered as a cantrip.

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Cultivate
Types: Action – Victory
Cost: $5
+1 Action. Choose one: Trash a Victory card from your hand and gain a Treasure card costing up to $1 more; or trash a Treasure card from your hand and gain a Victory card costing up to $2 more.

This is worth 3 VP if there are at least 4 differently named Victory cards in the trash; otherwise it's worth 1 VP.
It is a nice simple concept to deal with the $1/$2 cost difference oft he Treasure and Victory cards. The VP condition is relative to Trade route or City – normally the player with most Cultivates has to trash a Province for Gold to get the 3 VPs. Nice idea, but I don’t think it is very exciting.
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Cemetery
Types: Victory
Cost: $5
Worth 2 VP plus 1 VP for every 2 differently named Action cards in the trash.

When you gain this, trash a card from your hand other than a Cemetery.
Another interesting VP card - a bit like Rats, since it turns another card into a Cemetery. Want to play this with Knights and Death Cart. I like it, but it always needs a combo card.
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Patrol
Types: Action – Reaction
Cost: $3
Discard any number of cards. Draw until you have 5 cards in hand.

When you discard a card from your hand other than during a Clean-up phase, you may reveal this from your hand. If you do, either trash that card, or put it on top of your deck.
Discard reaction! Very interesting, but I think it is too strong. Kills all discard attacks.
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Tribal Man
Types: Action
Cost: $5
Gain a Spoils from the Spoils pile. Reveal cards from your deck until you reveal an Action card. Choose one: Put the card into your hand; or play the Action, trash it, and gain a card costing less than it.

When you trash this, gain an Action card costing at most $5 that is not a Tribal Man.
Procession/ Golem variant. I am a fan of those cards but I think this one is a bit too complex. Maybe just cut away the spoils and make it a $4? Anyway, the possibility to play the action normally makes it very interesting.
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Carpenter
Types: Action
Cost: $5
Trash a card from your hand and gain a cheaper card, putting it into your hand. +$ equal to the cost in coins of the gained card.

When you trash this during your Action phase, +1 Action.
Basically Stonemason's action, but instead of the second copy you get +$. +1 Action on-trash looks fun, too. I think I like it.
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King of the Slums
Types: Action – Looter
Cost: $5
Look at the top 3 cards of the Ruins pile. Gain any number of them, putting them into your hand. Put the rest back in any order. Choose up to 3 Ruins from your hand. Play the first one three times, the second one twice, and the third one once.
This one looks fun. It could be +5 Cards, +1 Action (i.e. 4 Labs), but you get a ruined deck. Maybe it is a bit too crazy.
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Smelter (A)
Types: Action – Reaction
Cost: $3
+1 Action. Trash a card from your hand. Gain a card of equal cost, putting it on top of your deck.

When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a Spoils from the Spoils pile.
I think the Action is too weak, it reduces the handsize by 2. It can't get sticked on +1 Card because you could empty the Provinces too fast with that. Maybe +1$?
The Reaction is great.
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Heretic
Types: Action – Reaction
Cost: $5
Trash a card from your hand. Choose one: +1 Card per $ it costs; or +$ equal to its cost.

When one of your cards is trashed, you may trash this from your hand. If you do, put the trashed card into your hand.
Very good idea, but maybe it would also work at $4.
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Bargain
Types: Reaction
Cost: $1
When you would gain a card, you may discard this. If you do, instead, gain a card costing exactly $1 more than it.
This one reminds me of my Hinterlands card, Courier (A). The effect sounds funny that you can gain a $5 cost with your Workshop. But that's not worth it, especially since it costs 1$ itself. I don't think Bargain has much to do with Dark Ages.
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Garrison
Types: Action – Reaction
Cost: $3
Trash a card from your hand. For each $2 that it costs (rounded down), gain a Spoils from the Spoils pile.

When a player trashes a card, you may reveal this from your hand and gain the trashed card. If you do, discard this.

Clarification: If multiple players reveal a Garrison, the Garrison of the player who trashed the card gets resolved first, the other players follow in turn order. Later players can't gain the card due to losing track; Garrison can only gain the card if it is still in the trash.
Changes the feeling of trashing. Maybe it would work at $2, too.
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Danse Macabre
Types: Action
Cost: $4
You may play an Action from your hand for none of its effects. If you do, +4 Cards and +1 Action.

When you buy this, trash it.

When you trash this, gain 2 cheaper cards of different costs.
So you can open with Danse Macabre to get a 2/3/3 start (on two turns). Once you actually gained the card, it is a Stables for Actions. I wonder if “none of its effects” includes in-play effects. I think Danse Macabre can delete the cantrip effect of Highway, but not the in-play effect since it is “in play”.
It is a weird card, but it is not “wordy”. So I like it very much.

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I am used to design fan cards in the German Dominion forum, where this contest was "promoted" what means that I want to participate here. :)
Due to the long list and all the comments that exist now, I'd like to just comment on the most interesting cards that I consider to vote for.


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Metropolis
Types: Action
Cost: $7
+1 Card. +2 Actions. Treasure cards other than Copper produce an extra $1 this turn.
I like this as a kind of mega-Bazaar, supporting a chain that includes Treasures other than copper. I don't think it is too weak, since it should easily produce $2 (which would be the exspected thing compared to Bazaar) and even more. Maybe it should be "while this is in play".

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Charity (A)
Types: Treasure
Cost: $7
Worth $4. +1 Buy.

While this is in play, when you buy a card, each other player gains a card costing at most $2 less than it.
With "may gain" and without the possibility to gain Victory cards, I do like that card a lot. Otherwise, a colony would only be worth 4 VP to you - so the Charity would not be worth $7.

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Cathedral
Types: Action
Cost: $7
Gain two action cards costing less than this and a Gold.
I agree with XerxesPraelor and markusin that this would be a nice "big gain" if it only gains one action.

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Forum
Types: Action
Cost: $5
Draw until you have 6 cards in hand.

While this is in play, when you play a Silver, you may trash that Silver. If you do, +1 VP.
Trashing average cards for VP is so cute! But I think this card could also cost $4 or even $3. Also, there is that unclear question about multiple Forums.

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Villa
Types: Action
Cost: $5
+1 Action. Play up to 2 Treasures from your hand. Draw until you have 4 cards in hand.
Has some interactions with other cards referring to Treasures. The nonterminal draw-to-4-effect could also lead to new considerations.

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Charity (B)
Types: Treasure
Cost: $5
Worth $1. When you play this, choose one: Each player gains a Copper; or each player gains a Silver. Either way, put the card you gained into your hand.
Has to be an attack. Why not "Gain a Treasure and put it into your hand. Each other player gains a copy of this Treasure"? It would be strong to gain a Platinum, but the other players would profit even more from it. I'm not sure.
But also in that version, this is a quite nice interactive treasure-gainer to me.

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Savant
Types: Action
Cost: $6
+3 Cards. +1 Action. Each other player draws a card, then reveals and discards one or more cards. He gets +1 VP per Action or Treasure card he discards.
A nice simple answer to the game-end question of VP chips: You don't want them! But I think it is too easy to gain VP for copper, which should be excluded imo. Could also cost $5, then maybe without forcing opponents to discard.

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Indulgence
Types: Treasure
Cost: $5
Worth $2. +1 Buy. When you play this, the player to your left names a card in the Supply costing between $3 and $6. If you buy that card this turn, +2VP.
Would have loved something like this in the space of Contraband. Instead of deleting buy options, it adds a new buy decision. However, this is not really my favourite. At most times, you get the option to gain a dead card with 2 VP. This is between Estate and Duchy. The card is interesting but not really giving a new touch to the game.

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