Hey everybody, after quite a bit of remodeling and scrapping, I've collected a number of home-made cards for you to enjoy and to review. I hope we can get some interesting ideas from my card suggestions.
The theme is early industrialization. Winds of change are blowing, but many ofter the older Nobles still ignore the new capital that is coming up. Technically, the theme is a mixture of Intrigue, Seaside and a bit of Cornucopia, but none of that was intended. It has cards that care about your hand or the supply, there are a lot of choices and when-you-do's, there are a couple of duration cards... and more! The set isn't finished yet, but I suddenly realized that's no reason not to post it yet. There are 17 cards so far. I think the theme needs some fleshing out, perhaps in the cards that are still to come?
So, feel free to fire at will! I have playtested some of these, but my friends don't really seem to like that as much as I do.
Laborer: my attempt at designing a chainable terminal action. The basis for this card was made by a friend of mine. The image is probably the most industrial in the set.
Renovate: every Dominion expansion needs a Remake-knockoff. Renovate often functions as a Chapel, though.
Park FAQ: as long as there is still a Park in the supply, this is an action card. There are always 10 Parks to set up. The card is not a dual-type.
Theatre: I like Wishing Well, but this will probably feel quite different. There are 17 cards in the supply, and only 1 of them is right. When your top card is a Gold and want it in your hand, what do you say?
Jeweler
Treasure Island Fun Fact: this card was called Sewer for a long while, but it didn't quite add up. Then I started using the Island mat, and it clicked (though it still doesn't really make sense). FAQ: if you put a treasure card on your Island mat with the Island card, it can still be played and trashed by Treasure Island.
Furnace: The first draft for this was designed so that you could keep it in play indefinitely and play it at the start of each turn. You could only reveal 2 cards, though. It was fun and worked well, but there was hardly ever a reason to buy more (or less) than one. That didn't feel right. Oh, and it was called Communism. Not sure why.
Pay Day
Land Run
Inflation: designed by a friend of mine. Simple as it is, it works really well. I'm still afraid it's a lot weaker than Militia, though. Then again: Inflation is spammable, Militia is not (while Cutpurse is semi-spammable).
Earl: possibly my favorite card for now, but I haven't tested it yet. Can you find anything wrong with it? Basically, it says +1 VP token for each victory card in your hand when you gain a victory card. A hand with 4 Earls and a Silver nets 16 VP when you buy an Estate, but I think that is easier said than done.
Sellsword: I have a feeling this has been done before, or something very similar to it. Still, anything wrong with sniper Militia?
Magnate: I guess a Mountebank comparison is inevitable. How does Magnate hold up? It's quite a bit harder to KC, that's for sure.
Stock Market: used to be called Fish Market, because of the Seaside theme, but that just didn't make sense. Initial design by a friend of mine. EDIT: Play Stock Market again
at the start of your next turn.
Secret Passage: I like hand control. Hence: Secret Passage, Earl, Jeweler, Pay Day, Laborer.
Writ of Passage: I didn't notice up until now that there are two 'Passages'. Does anyone have a good suggestion? Something a bit more industrial, perhaps?
Diked Marsh: last but not least, a bit of my Dutch heritage.
What do you guys think?