Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - spineflu

Filter to certain boards:

Pages: 1 [2]
26
Variants and Fan Cards / spineflu, an idiot, designs fanspansions
« on: July 15, 2019, 12:24:43 pm »
So i've been working on designing cards and then i accidentally a full expansion of cards, and then i accidentally a full five expansions of cards, and then i browsed the variants/fan cards formula and realized a whole bunch wouldn't work / would be bad / would not be "fun" and trimmed it down to three-ish and then realized a couple people had better ideas for cards than me or cards that fit with the whole set scheme (cited/credited as I get to them) and swapped them in.

Slowly working on making paper copies of all these.


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

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

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


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

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


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

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


An attack-like event specifically for later-game.


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


Use your tavern mat as an island



States

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


a state that makes money cheaper and doing things hard.

Supply cards

A lynchpin card used by other Cattle cards.

some other cattle cards:






^ mixed pile with v


Causes

For use with the Prohibition event, but works without it


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


More of a generic Cause


More to come in this set!

Pages: 1 [2]

Page created in 0.068 seconds with 16 queries.