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Dominion General Discussion / Re: Dominion: Menagerie
« on: January 07, 2020, 03:50:15 pm »
ah, expansion flavor text. gotcha. misread your comment.
"youre like an elephant: you remember everything. And youre afraid of mice" I wonder if this is means there's some kind of interaction between two cards called Elephant and Mouse (or Mice)? Maybe they're a split pile?Elephants being afraid of mice is a standard cliche. This is probably just a funny.
I believe the blacksmith who turns into a werewolf is the only time we've ever gotten an actual hint of card mechanics from the flavor text. Someone will correct me if I'm wrong.
Draft $3@0+ Action
+1 Card
+1 Action
Choose one: +1 Buy or Return @1
-
When you buy this, you may take up to @12 to gain a card to the top of your deck costing $1 per @2 you take from this (rounded down).
So we have +$ as a token, +Action as a token, and now, +Card as a token (I assume that's how Horses will work). Now we just need +Buy as a token to complete the vanilla set.
Well due to agreeing that the aforementioned Rowdy Patron is ummm kinda lousy I am submitting this instead.
But please tell me if this is not on the theme. I'm going for something a little different to overpay but I may have gone too far. I'm aiming for an optional cost effect that applies to all other cards really by letting you sack an action for +$1 basically.
Not sure if this will be my final submission, but I'll put it down for now.QuoteGnome
Action/Fate - $2+
+1 Action. Look at the top Boon; you may receive it. If you don't, +1 Card.
--
When you buy this, you may overpay for it. If you do, receive the top Boon once per $1 you overpaid.
Rite $6 EventThe two effects didn't seem very related but this was also an attempt at making more "attack" events like Raid.
+1 Buy. Flip over your Journey token (it starts face up). If it's face up, gain a card costing up to $5; otherwise, each other player takes their 1 Card token.
Exclusive Contract $6 ProjectJunking attack project. I used a project for this (and my real submission) since you can't edit the functionality of the tokens themselves, you need a pointer to the token to signify where more functionality could be toggled on/off. I chose the + Buy token for this since that and trashing are two standard things that have a good chance of being missed in a random setup.
Move your +1 Buy token to an Action supply pile. (When you play a card from that pile, you first get +1 Buy). When another player gains a card from the pile with your + Buy token, they gain an Estate and a Copper to the top of their deck.
Improvise $5 ProjectAuto-disqualified since it changed how the trash token was used.
Move your Trash token to an Action supply pile. When you play a card from that pile, you may trash a card from your hand.
[/quote]QuoteOrder $4 Event
Move your $2 cost token to a non-Victory pile. If cards from that pile cost $0, gain a Carpenter and take your 1 Card token.QuoteCarpenter $3* Action
You may gain a card costing up to $4. You may trash a card from your hand. If you did both, you may take the Hammer or Nails, then return this to the Carpenter pile.
(This is not in the Supply)QuoteHammer Artifact
When you buy a card from the pile with your $2 cost token, +1 Action and you may return to your Action phase.QuoteNails Artifact
During your turn, cards cost $1 less.
Exclusive Contract mkII $2 Projectliterally thought of this right now and i'm upset i didn't think of it sooner because this is way better than what i entered. the placement restrictions allow it to be used on kingdom treasures/night cards without screwing up the base treasures for anyone.
Move your $2 cost token to a non-Victory kingdom pile with no $2 cost tokens on it. Cards with another player's $2 cost token cost $1 more during your turn
Minimalistimmediately debt-locks himself by donating his entire deck, still wins.
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
Carnival $4 Project
Move your + Buy token to an Action pile
(When you play a card from that pile, you first get +1 Buy).
When you buy a card from the pile your + Buy token is on, +2 Buys.
oh sure; those just weren't in the game I did this in, festival was.Festival, Donate, Tomb. Buy and trash the entire coppers pile, have a deck with no green, and still win on vp tokens.
Why Festival? Surely Market or Squire would be better.
I'm still umming and aahing about the cost. But I've improved the effect while mildly weakening the attack. However it now has the problem of obliging people to keep track of which of the two tokens it "moved" and I'm assuming you can move a token to the same pile it was on (counterintuitively).
Order $4 Event
Move your $2 cost token to a non-Victory pile. If cards from that pile cost $0, gain a Carpenter and take your 1 Card token.
Carpenter $3* Action
You may gain a card costing up to $4. You may trash a card from your hand. If you did both, you may take the Hammer or Nails, then return this to the Carpenter pile.
(This is not in the Supply)
Hammer Artifact
When you buy a card from the pile with your $2 cost token, +1 Action and you may return to your Action phase.
Nails Artifact
During your turn, cards cost $1 less.
I'm not letting #3 into my game at any cost. It creates a lot of rules snarls.it's literally just the same as Deluded; I priced it similar to when I was designing a druid-style hex-er.
1. A treasure that when played gains you two golds and six debt (but doesn't actually make money itself)six debt
2. An action that gives you +3 cards with the drawback from Contraband (a player nominates a card you cannot buy)$2
3. An action-attack-duration that says "+1 Action, Each other player can't gain actions while this is in play. At the start of your turn if this is in play trash it and gain a differently named card costing the same or less than this"$6. Maybe $7.