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« on: November 29, 2011, 05:37:58 pm »
This idea has been kicking around in my head for awhile. I developed it when I misinterpreted the "Kingdom Challenge" aspect of the contest to mean "design 10 Kingdom cards" and not "design a set of 10 pre-existing cards". Since the cards are hear, I thought I'd throw them out there for some feedback. Keep in mind I haven't playtested these at all yet, so their is almost certainly some pricing issues.
I got the idea for these cards when after I played a large number of games in succession where victory went to the player who could choose to end the game on their turn, and I became interested in this aspect of Dominion Strategy- that is, controlling when the game ends. As such, these cards are designed with that idea in specific, with a few cards that more generally are about controlling the flow of the game for other players. I suppose the over-arching them is "control".
Beggar- $2
Action
+1 Card
+1 Action
You may trash this card. If you do, return all cards in the trash to the supply (including this one).
Guild Hall- $3
Action
Choose one: Place a guild hall token on a kingdom card supply pile that does not have one OR Remove a guild hall token from a supply pile OR $2.
_
While a guild hall token is on a supply pile, that pile does not count toward ending the game.
Holy Village- $3
Action
+2 Actions
You may trash a card in your hand.
(Side note: I guess this on doesn't really fit the theme. I just want this card to exist, and the set needs a village.)
Bounty Hunter- $4
Action- Attack
$2
Each other player discards an attack card or reveals a hand with no attacks.
Exchange Market- $4
Action
Choose one: Place a token on the Exchange Market mat OR remove a token from the Exchange Market mat OR gain a card with cost up to the number of tokens on the Exchange Market mat.
(Side note: in case the wording doesn't make it obvious, there is a single communal Exchange Market mat. Also needs a better name. I originally called it "Embassy" but...)
Inquisition- $5
Action
+1 Action
Place the Inquisition Marker on an Action Card supply pile other than Inquisition, or set it aside.
_
While the Inquistion Marker is on an Action Card supply pile, copies of that card may not be played (the Inquisition Marker begins the game set aside).
Raiders- $5
Action
+3 Cards
Trash a card from your hand. Trash cards a number of non-victory cards from the supply equal to half of its cost rounded down, split between any number of piles. Then trash a non-victory card from the supply.
Wilderness- $5
Victory
At the end of the game, if one or fewer piles in the supply are empty, this card is worth 6 VP. Otherwise it's worth 1 VP.
Army- $6
Action- Attack
Each other player reveals any number of cards from their hand whose combined cost is $6 or less, then discards the rest of their hand.
(Side note: This is one of the pricings I'm least certain about. I originally had it at $7, and I'm still not convinced it shouldn't be.)
Altar- $7
Action
Trash any number of cards from your hand. If the combined cost is $1 or more, +1 card, +1 action. If the combined cost is $4 or more, $2, +1 Buy. If the combined cost is $20 or more, at the end of this turn, the game ends.
(Side note: Yeah, this might be unplayable. It definitely needs playtesting to determine what the right cost for ending the game should be. Also, the middle bonus was originally "each other player gains a curse", but if it's an attack card then the interaction with moat and lighthouse gets weird- ending the game clearly affects the other players, but "the game ends except for people who revealed moats" is clearly insane. Mixing an attack effect and a non-attack player interaction effect on one card doesn't really work.)