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101
Variants and Fan Cards / Exchange: a one-shot trash-for-benefit
« on: December 03, 2012, 12:25:02 am »
OK, so if you'd rather skip the long intro and skip down to the card, feel free to do so.

After some encouraging feedback, I'm planning on starting work on my second fan expansion, tentatively titled Dominion: Underground. Before that, though, I'm updating my first expansion, Dominion: Enterprise. I'm trying to bring it up to date after the release of Dark Ages, to tweak some of the cards that need tweaking, and to replace some of the more lackluster cards. To that end, I'm trying to replace Cathedral. It's too much like a super-Courtyard and encourages Big Money games a little bit more than I'm comfortable with.

Currently the set doesn't have a trash-for-benefit card, so I'm looking for something to fill that slot. Preferably a one-shot, $5-coster, trash-for-benefit card. To that end, I created Redistrict. After playtesting it and getting feedback from this community, I decided that it wasn't quite cutting it and I couldn't come up with a way to fix the issues it has. One of the issues I had with it is that it encourages you to trash your Action cards, rather than playing them. Sure, Graverobber does that, but in an interesting, fun way. So I wanted my next attempt at this type of card to be something that didn't potentially take up your whole turn and that let you play Actions.

Then it hit me. I'd always considered cards that could gain Action cards into hand to be a bad idea, with the potential to easily creating infinite loops of gaining. But if the card was a one-shot, that potential decreases significantly. So I give you this:

Quote
Exchange
Types: Action
Cost: $5
+1 Action. Trash this. Trash a card from your hand and gain a card costing up to $3 more than the it that is not an Exchange, putting the gained card into your hand.

So it's sort of like a non-terminal, one-shot Expand that puts the gained card into your hand, which actually makes it almost nothing like Expand. It often plays like Band of Misfits because you can choose to gain whatever benefits you most for your current hand. If you already have a terminal Action in your hand, for instance, you can gain a cantrip, village, or Treasure. If you have a couple of Curses or Estates in your hand, trash a Copper, gain a Steward, and trash them.

Anyhow, criticism is always appreciated. Please let me know what you think. Thanks!

102
Variants and Fan Cards / Redistrict: a one-shot mass Remodel
« on: November 29, 2012, 03:36:55 pm »
Here's my second attempt at a one-shot mass Remodel card. I'm creating it to replace a card in my one-shot expansion.

Redistrict
Types: Action
Cost: $5
Trash this. Do this up to 4 times: trash a card from your hand then gain a card that you haven't gained this turn costing up to $2 more than the trashed card.

The 'card you haven't gained this turn' clause is to prevent a player from gaining multiple Provinces or multiple Colonies all at once with the card.

103
Variants and Fan Cards / Cave-In: a new take on the 'Blood Money' mechanic
« on: November 26, 2012, 03:01:33 pm »
So the other day, I was thinking about all the fan cards that are some variation of "Blood Money"; a powerful card that's either worth negative VP or gains you a Curse when you gain it. The problems with such a card are documented by rinkworks in his Fan Card Creation Guide (Part II, #5). I've never been enamored of this sort of card. I felt like Cache (and more recently, Death Cart) was sufficiently filling this role.

However, with the advent of Dark Ages, which brought with it on-trash effects and Ruins, I've come up with what I hope is a fresh take on this sort of card. It's a new "penalty" card called Cave-In, which you gain when you buy certain, powerful cards.

Quote
Cave-In
Types: Cave-In
Cost: $0*
When you trash this, put it on top of your deck. (This is not in the Supply.)

It doesn't incur a VP penalty. Instead, it just takes up space in your deck. It's sort of like a tenacious Confusion. When I thought about it, I realized that the mechanic is very similar to Potions in Alchemy, but instead of having to buy an alternate currency, you pick up a Cave-In as part of the "cost" of the card.

Here are a few sample cards. I'm not sure they're balanced, but I'm mostly looking for feedback on whether this idea interests people. Of course, if you have criticism of specific cards, I'd love to hear that too.


Quote
Spelunker
Types: Action
Cost: $3
+1 Action. Reveal cards from your deck until you reveal a Cave-In. Put one of the revealed cards into your hand and discard the rest.
-------------------------------------------------
When you gain this, gain a Cave-In from the Cave-In pile.


Quote
Mining Team
Types: Action
Cost: $4
+3 Cards. +1 Action. Reveal your hand. If you revealed any Cave-Ins, discard 3 cards.
-------------------------------------------------
When you gain this, gain a Cave-In from the Cave-In pile.


Quote
Diamond Deposit
Types: Treasure
Cost: $5
Worth $1. When you play this, reveal your discard pile. +$1 per Victory card revealed. –$1 per Cave-In revealed, to a minimum of $0.
-------------------------------------------------
When you gain this, gain a Cave-In from the Cave-In pile.


Quote
Fortify
Types: Action
Cost: $5
+1 Action. Reveal the top card of your deck. Trash it and gain a card costing up to $3 more than it.
-------------------------------------------------
When you gain this, gain a Cave-In from the Cave-In pile.


Quote
Architect
Types: Action
Cost: $5
Look at the top 3 cards of your deck. Choose one: trash them; or draw them; or put them back on your deck in any order.
-------------------------------------------------
When you gain this, gain a Cave-In from the Cave-In pile.


As you can see, I'm trying to balance these cards such that you have to be mindful about how many you buy. They're powerful, but if you get too many, the Cave-Ins start to pile up and get in their way.

Anyhow, please let me know what you think. Thanks in advance!

EDIT: Additional Cards

Quote
Boomtown
Types: Action
Cost: $4
+2 Cards. +2 Actions.
-------------------------------------------------
When you gain this, gain a Cave-In from the Cave-In pile.

104
Variants and Fan Cards / Floodgate
« on: November 17, 2012, 05:20:14 pm »
I originally posted this card in the Power Grid Promo thread. Today I decided to playtest it in a few games against myself and see how it worked. I was pleasantly surprised. Here's the card (slightly altered after playtesting):

Quote
Floodgate
Types: Victory
Cost: $4
Worth 2 VP.
--------------------------------------------
When you gain this, you may set aside all of the cards from your hand face down. At the start of your next turn, return them to your hand.

When I designed the card, the idea was a sort of one-shot Tactician effect. I figured that you'd buy them near the endgame in order to save your unplayed Treasures for next turn, or in the mid-game to put together a combo (like Treasure Map or Tournament/Province). And you can do those things.

But it turns out the real power of the card is to keep your unplayable cards (pure Victory cards, Curses, etc.) from being shuffled back into your deck. As long as you manage to buy a Floodgate every turn, you can perpetually keep these undesirable cards out of your draw pile. It's sort of like a mega-Island. However, if you ever fail to buy a Floodgate (or the pile runs out), bam! Your deck is immediately flooded with crap. The idea is to time it so that you end the game before that happens.

It's a real game-changer of a card. It's interactive in that you can mess with your opponents' timing by depleting the pile. It's unique in that it's a pure Victory card that you'd buy to help your engine.

I think it'll need more playtesting in order to determine whether it needs a cost tweak or a limit as to how many cards are set aside. I like the concept, though. Let me know how you feel about it and if it creates any game-breaking combos I haven't yet thought of. Thanks!

EDIT: Second iteration:

Floodgate
Types: Victory
Cost: $4
Worth 2 VP.
--------------------------------------------
When you gain this, set aside up to 5 cards from your hand. At the start of your next turn, return them to your hand.

105
Variants and Fan Cards / A Press-Your-Luck Card
« on: November 15, 2012, 04:21:34 pm »
I was working on my fan expansion, trying to brainstorm a more compelling version of my Gambler card. This idea that I came up with doesn't really fit the expansion, but it seemed interesting enough to post.

Gambler (A)
Types: Action
Cost: $3
+1 Action. Reveal cards from your deck one at a time until you decide to stop or two of the revealed cards share a type. If none of the revealed cards share a type, draw them. Otherwise, discard them.

Too weak? Too powerful for $3? Will it create too much AP? Let me know what you think.



On a side note, here's another idea I'm currently considering. It doesn't have the press-your-luck concept, but fits better with my expansion's one-shot theme.

Gambler (B)
Types: Action
Cost: $3
+1 Card. +1 Action. Reveal the top 3 cards of your deck. If none of them share a type, draw them. Otherwise, discard them. If you revealed 3 Victory cards, trash this and put your deck and discard pile into your hand.

If you're feeling generous, let me know what you think of that idea, too.

106
Dominion General Discussion / Let's talk about Count
« on: August 31, 2012, 12:34:20 pm »
Now that many of us have had the chance to play with Dark Ages cards, let's talk about Count, one of the most complex Dominion cards yet.

One of the things that stands out the most to me is that it's pretty bad when you're fighting discard attacks. If you discard two cards or put a card back onto your deck, you're left with very little to work with. Gaining a Copper just makes you more vulnerable to future discard attacks.

It seems to work well with normal or large hand sizes, though. Early on you can put back a good card from your hand and trash the rest (or gain a Copper and trash your entire hand). Mid-game you can put back or discard, depending, and use the +$3 to buy Gold and/or Provinces. Late game you can discard/gain Copper and choose to gain Duchies. Quite versatile.

I admittedly don't have much more to say about the card just yet, but I was hoping to hear about other players' experiences. Thoughts?

107
Hey, gang. It's almost certainly way too early to post this, being that the last planned expansion (Guilds) hasn't been released yet, but I've been thinking about the hypothetical Treasure Chest expansion. For those of you who are unfamiliar, if it were made, it would be a set that contained a card or two from each existing expansion. For example, it might have a new Duration card (for Seaside), a new Potion card (for Alchemy), etc.

I don't think there's much contention here about whether or not we want such a set; most of the folks on this forum would happily buy it. I'm interested in talking about the composition of such a set.

Donald has stated that the set would contain two cards from each large expansion (not including the base set, but including Dark Ages), and one card from each small expansion. As an alternative, I suggest the following distribution of new cards:

Base Set: 2
Intrigue: 2
Seaside: 1
Alchemy: 2
Prosperity: 2
Cornucopia: 1
Hinterlands: 1
Dark Ages: 1
Guilds: 1

The main idea here is that each small set would end up with a total of 14 cards and each full-size set would have a total of 27 cards. Some other food for thought:
  • One complaint I've heard about Alchemy is that there aren't enough Potion cards. Bumping it up by two rather than one is a pretty significant difference when you're starting from 10.
  • This would mean that there'd be only one new Duration card, but even with two new Seaside-related cards, it seems probable (to me) that only one would be a Duration.
  • I know there are fans of simpler cards out there. This would be an opportunity to add a couple more to the base set, which would increase variety when you're teaching new players Dominion.
  • I love Dark Ages, but it's got a lot of cards as is. Ditto with Hinterlands.
Anyhow, this post is mostly just me killing a few minutes, but if you have an opinion and also need to kill some time, let me know how you feel.

EDIT: I'm making the assumption here that Guilds has 13 Kingdom cards. I could be totally wrong there.

108
Variants and Fan Cards / Card Idea: Retrain
« on: July 20, 2012, 12:54:08 pm »
This could have been my submission to Challenge #6 in the Mini-Set Design Contest, but I didn't get it in by the deadline.

Retrain
Types: Action
Cost: $3
You may choose an Action card in your hand. Play it. Gain a card costing exactly $1 more than it. When you would discard the chosen card from play, trash it.

It could be useful in a cantrip-rich game. It's particularly powerful when used on one-shot cards, which you're trashing anyway.

Thoughts?

EDIT: Updated to avoid tracking issues with Duration cards.

109
Variants and Fan Cards / Card Redesign: Inventor
« on: June 09, 2012, 02:10:12 pm »
I'm reworking the Inventor card from my fan expansion. It's pretty much the only card in the set that can draw 3+ cards, but I want to put a new twist on that. Here's the best idea I came up with so far.

Inventor
Types: Action
Cost: $5
+2 Cards. Reveal your hand. The player to your left reveals then discards the top 3 cards of his deck. +1 Card for each differently named card you both revealed.

As you play more of these in an engine deck, your hand gets larger and you're more likely to get them to trigger. However, your left-hand opponent can attempt to cripple your draw by pursuing a different strategy than you.

Any comments, criticisms, etc?

Previous versions:
Quote
Inventor
Types: Action
Cost: $5
+2 Cards. The player to your left discards the top card of his deck. You may reveal a copy of that card from your hand. If you do, +2 Cards.

110
Variants and Fan Cards / Card Idea: Exhibition
« on: June 05, 2012, 07:47:36 pm »
Exhibition
Types: Action - Reaction?
Cost: $5
+1 Card. +1 Action. +$1. Reveal the top 3 cards of your deck. Put them back in any order.

When you reveal this from your deck, you may gain a Silver.

Although it's a bit of a leap, I came up with this card after being inspired by this thread. It's a bit of an oddity, but I don't think there are any rules ambiguities in it, with the exception of Moneylender and Throne Room. In real life, I play those two cards as if they had a 'you may' clause attached to the beginning, rather than that you must reveal a hand without Coppers or Action cards, respectively.

This card can potentially boost a bunch of cards that could use more love, including Scout, Harvest, Adventurer, etc. It also boosts Hunting Party, but what are you gonna do, eh? So it goes.

Any takers?

111
Variants and Fan Cards / Dark Ages card speculation: Bad Penny
« on: June 02, 2012, 04:10:28 pm »
So we know that Dark Ages will have cards that do something when trashed. We also know that the official Dominion app has you actually gain cards from the trash when playing a Thief because of interactions with "future cards". Furthermore, Donald has confirmed that he will finally include the 'lose-track' rule in the rulebook of one of the remaining expansions.

All this leads me to believe that we'll see a card something like this:

Bad Penny
Types: Treasure
Cost: $5
Worth $2.
When you play this, [some interesting effect here].

When you trash this, put it [onto your deck/in your hand/in your discard pile].

112
Variants and Fan Cards / Card Idea: Investment
« on: May 24, 2012, 01:26:46 am »
So, we know now that Dark Ages has a theme of upgrading cards. That got me thinking about the different ways that could be accomplished. I came up with this card. Apologies for what must be the dozenth card named 'Investment', but I couldn't think of a more apt descriptor.

Investment
Types: Action
Cost: $6
Trash this card. You may put an Action card from your hand on your Investment mat (face up).

When you play a copy of a card on your investment mat, +$1.

113
Variants and Fan Cards / Card Idea: Convocation
« on: May 18, 2012, 03:48:52 pm »
Man, I just had this crazy idea for a Laboratory variant.

Convocation
Types: Action
Cost: $5
+ 1 Action. Reveal the top 4 cards of your deck. Discard revealed cards until no 2 of them share a type. Put the rest into your hand.

EDIT: On second thought, it's probably too powerful for $5. But I wonder if it's worth buying at $6?

114
Variants and Fan Cards / Card Idea: Tariff
« on: May 09, 2012, 04:56:53 pm »
Tariff
Types: Action
Cost: 4
+2 Coins. Trash this card. Swap a nonempty Kingdom card pile in the Supply with a pile from the sideboard.
------------------------------------------------------------
Setup: Make a sideboard from 3 Kingdom card piles not in the Supply.

The immediate comparisons that spring to mind are Embargo and Black Market. It's like Embargo in that it's a one-shot that changes the Supply. But unlike Embargo, the change isn't necessarily permanent. It's less random than Black Market, which in theory allows for more strategic play.

Unfortunately, the card would require some rules clarification. I'm leaning toward making sideboard Victory piles count toward Trade Route and letting the Bane pile be swapped out like any other pile. I'm sure there are other rules interactions that I haven't yet considered.

Any opinions, critiques, or comments?

115
Variants and Fan Cards / Custom Card: Clerk
« on: May 09, 2012, 01:38:07 am »
I'm refining some of the cards in my custom expansion and I recently changed one of them pretty dramatically. I've tested this new version a few times myself, but I'd love to get the community's feedback on it.

Clerk
Types: Action – Reaction
Cost: $4
Gain a Silver. Look through your discard pile and put a card from it on top of your deck.

When another player plays an Attack card, you may reveal this from your hand. If you do, trash any number of cards from your hand.

I've tried to follow in the footsteps of many of the official Action – Reaction cards, where the Action helps fight the Attacks that the Reaction doesn't protect against. In this case, the reaction portion is meant to benefit most against discard attacks, letting you trash bad cards that you'd otherwise be discarding. The action portion is meant to fight trashing attacks by giving you a Silver, and Spy-type attacks by letting you return a discarded card to your deck.

My main question is, would you buy this card for its Action portion alone, and if so, when?

116
Variants and Fan Cards / Dominion: Enterprise
« on: March 31, 2012, 07:17:31 pm »
December 2021: After a many-year hiatus, I've been spending a lot of time working on and testing fan cards again for the past few months. Years? Time has lost all meaning. But here is the current version of what I, for the moment, am still calling Dominion: Enterprise. It's a 400-card set, and right now the plan is to have 32 Kingdom cards, along with 20 copies of Rubble and 16 copies of Gizmo.

The original theme was one-shots, and I created Trade tokens in order to do one-shot effects that didn't involve trashing the card. They are now called Gems and work the same way: cards give you Gems and also give you ways to use them for various benefits. The Gems have no other intrinsic value. The other one-shot sub-mechanic in the set has been a non-Supply, one-shot attack card, variously called Conscripts, Armament, Sword, and now finally Gizmo. It's a Treasure-Attak card worth $2 that becomes a Curse-giving one-shot if you already have another Attack card in play (including another copy of Gizmo).


Quote
Gizmo: Treasure-Attack, $4*
+$2
If you have another Attack in play, return this to its pile and each other player gains a Curse.
(This is not in the Supply.)

The other two major mechanics I also introduced years ago: Activation cards and Rubble. When you play an Activation card, follow the instructions above the dividing line. The card then stays in play until Clean-up on the turn you trigger it. You might trigger it the same turn you play it, one or more turns later, or not at all. You can trigger an Activation card by spending an Action in your Action phase whenever you're not actively resolving another effect. In other words, in your Action phase you can either use an Action "point" to play an Action card from your hand or to trigger an untriggered Activation card you have in play. An Activation card may only be triggered once per time it's put into play, regardless of how many times you played it (with e.g. Throne Room). This means that a Throne Room or similar card that plays an Activation card multiple times never stays out with the Activation card; there's nothing for it to track.

Rubble is a simple card; a Treasure worth $0. It's a self-inflicted penalty for cards with powerful effects. There are 30 Rubbles in the pile, regardless of player count.


Quote
Rubble: Treasure, $0*
+$0
(This is not in the Supply.)

The number of stars after each card name indicates how much testing the card has gotten. More black stars = more testing. Generally if a card has a bunch of stars, I'm happy with it or I would have scrapped it by now. Cards with more white stars need much more testing before I can make a judgment.

Kingdom Cards


Quote
Architect: Action-Activation, $5  ★★★★★
+1 Action

When you trigger this, +3 Cards.



Quote
Bookkeeper: Action-Attack, $4  ★★★★☆
+$2
Each other player reveals the top card of their deck. If it's not a Copper, they gain a Copper onto their deck.



Quote
Boom: Action-Activation, $5  ★★★★☆
Gain a Gold to your hand.

When you trigger this, gain a Copper to your hand.



Quote
Borough: Action, $4  ★★★☆☆
+2 Cards
You may play a Silver from your hand. If you did, +2 Actions.



Quote
Bursar: Action, $5  ★★★★☆
+1 Card
+1 Action
You may play a Treasure from your hand. +$1 per differently named Treasure you have in play.



Quote
Cavern: Action-Victory, $6  ★★★☆☆
+1 Gem

Worth 5 VP if you have more Gems than Caverns.



Quote
Cliffside Village: Action, $4  ★★★★★
+2 Cards
+2 Actions

When you gain this, gain a Rubble.



Quote
Committee: Action, $4  ★★★★☆
+2 Cards
You may spend a Gem to choose one: +1 Action; or gain a Gizmo; or trash a card from your hand. Otherwise, +1 Gem and the next player chooses for you.



Quote
Consul: Action-Activation, $4  ★★★☆☆
You may trash a Treasure from your hand.

When you trigger this, you may play an Action card or Treasure from your discard pile twice.



Quote
Convoy: Action-Activation, $3  ★★★★☆
+2 Cards
You may spend a Gem for +2 Cards. Repeat as desired.

When you gain or trigger this, +1 Gem.



Quote
Excavation: Action, $5  ★★★☆☆
+1 Buy
Discard any number of cards, then draw until you have 6 cards in hand.

When you gain this, gain a Rubble.



Quote
Fabricate: Action, $5  ★★★★☆
+1 Action
Gain a Gizmo to your hand.



Quote
Foundry: Action-Reaction, $5  ★★★★☆
Gain a card costing exactly $1 more than the last card you gained this turn, if any.

When you gain a card, you may play this from your hand.



Quote
Fund: Treasure-Reaction, $3  ★★★☆☆
+1 Buy
Choose one: +1 Gem; or you may spend a Gem for +$3.

When you discard this other than in Clean-up, you may reveal it for +1 Gem.



Quote
Gambler: Action, $3  ★★★★☆
+1 Card
+1 Action
Look at the top card of your deck. Choose one: trash it; or put it into your hand and return this to the Supply.



Quote
Jeweler: Action, $3  ★★★★★
+1 Gem
Spend up to 3 Gems. If you spent…
0: Trash a card in your hand.
1: +3 Actions.
2: +1 Buy and +$3.
3: Gain an Action and play it.



Quote
Jubilee: Action, $2  ★★★★★
+2 Actions
+$2
You may spend a Gem. If you don't, return this to its pile at the start of Clean-up.

When you gain this, +1 Gem.



Quote
Knave: Action, $5  ★★★★★
Reveal your hand. Discard a card per Treasure revealed. Gain a Treasure costing up to $6 to your hand.



Quote
Middleman: Action, $4  ★★★★☆
Gain the top card of the Imports deck.

Setup: Shuffle together three unused non-Attack Action piles costing $5 face down. This is the Imports deck.



Quote
Mill Town: Action, $5  ★★★★☆
+2 Actions
Choose one: +1 Card; or play any number of Treasures from your hand and gain a card, costing exactly $1 per Treasure played.



Quote
Miner: Action, $5  ★★★★★
+1 Action
Reveal cards from your deck until you've revealed 4 cards or a Treasure. Put all of them into your hand. If you revealed 4 cards, gain a Rubble onto your deck.



Quote
Profiteer: Action, $3  ★★★★☆
+1 Buy
+$3
Each other player gains a Gizmo.



Quote
Racketeer: Action-Attack, $5  ★★★★★
+$3
Each other player reveals the top 2 cards of their deck, trashes one costing from $3 to $6, and discards the rest. If they trashed a card, they either spend a Gem to gain it back or get +1 Gem.



Quote
Redistrict: Action, $2  ★★★★★
Return this to its pile. Trash a card from your hand; gain a card costing exactly $1 more than it, then gain a card costing exactly $2 more than it.



Quote
Refuge: Action-Activation, $2  ★★★★★
+2 Actions

When you trigger this, +1 Buy and you may discard any number of cards for +$1 each.



Quote
Regent: Action-Activation, $3  ★★★★☆
Gain a card onto your deck costing up to $5. Put a card from your hand onto your deck, then discard your hand.

When you trigger this, trash it and gain a Duchy.



Quote
Rummage: Action, $4  ★★★☆☆
+$2
You may discard a Rubble to gain 2 Gizmos or a card costing up to $5.

When you gain this, gain a Rubble.



Quote
Spelunker: Action, $3  ★★★☆☆
+1 Action
Look at the top 3 cards of your deck. You may spend up to 3 Gems to put that many of the cards into your hand. Discard the rest.



Quote
Thaumaturge: Action-Attack, $5  ★★★★★
+2 Cards
Each other player with 5 or more cards in hand puts one onto their deck.

When you gain this, gain a Gizmo.



Quote
Trek: Action-Activation, $3  ★★★☆☆
Discard 2 cards.

When you trigger this, +3 Cards and +2 Actions.



Quote
Wanderer: Action, $2  ★★★★☆
+4 Cards
The player to your left gains this card.



Quote
Woodsman: Action-Activation, $4  ★★★★☆
+1 Card
+1 Action

When you trigger this, +$2.


And that's all! Again, I'd like to thank rinkworks for his encouragement during this set's first few baby steps. My, how far we've come. I'd like to thank lympi for helping me learn how to mock up card images. I'd especially like to thank those of you who have playtested my cards and given me feedback. This set would not be as good as it is today without you! I will continue to strive to improve it.

117
Variants and Fan Cards / Card Idea: Valet
« on: February 28, 2012, 06:04:38 pm »
Valet
Type: Action
Cost: 4
Look at the top 2 cards of your deck. For each card, choose one: put it into your hand; or put it back on your deck and +1 Coin.

I'm going for a kind of Library/Steward vibe here. If you draw dead Action cards, you can put them back onto your deck and grab some coins. If you draw dead Victory cards, you may or may not want to put them back depending on what coin total you want to reach this turn. If you draw Treasure, you can likewise put them back for next turn or keep them.

Too powerful for $4?

118
Variants and Fan Cards / Card Idea: Rebuild
« on: February 17, 2012, 01:04:34 am »
Rebuild
Type: Action
Cost: $5
+4 Cards. Discard 4 cards. Trash this card. Do this up to 4 times: Trash a card from your hand then gain a differently named card with the same cost as the trashed card.

So, the idea here is obviously a one-shot mass trash-for-benefit card. The +4/–4 cards is sifts cards into your hand that you want to trash. This could be used in a Curse-heavy game to transform up to 4 Curses into Coppers (and dead Curse-givers into more useful cards). It could be used late game to transform $5 cards into Duchies.

I'm wondering if it might be practical for mid-game deck transformation. For instance, you open with a bunch of Silvers. Then you buy the more expensive components for your engine ($5 drawing cards and Gold), then you use one of these to trash several Silvers for $3 Villages. Maybe that's impractical.

Anyhow, thoughts?

119
Variants and Fan Cards / Card idea: Grant
« on: February 01, 2012, 12:31:26 pm »
Grant
Type: Action
Cost: ?
Reveal a card from your hand. Gain a card costing exactly $1 more than the revealed card.

This card seems very workable to me, but I have no idea what it would cost. I'm guessing $5, but perhaps I'm overestimating its utility. Thoughts?

120
Variants and Fan Cards / Card Idea: Miser
« on: January 13, 2012, 03:32:16 pm »
Miser
Type: Action
Cost: $5
Look through your discard pile, reveal up to 4 Silver cards from it, and put them on top of your deck.


EDIT: Sorry for just posting the card idea with no explanation. I made the original post from my phone, and I'm not that adept at typing on it.

Anyhow, I'm looking for input on the strength and swinginess of this card. The parallels to Counting House are obvious, but apart than that I can't think of any card that really does anything similar. As a result, I'm having trouble visualizing how it might be played.

Any thoughts?

121
Variants and Fan Cards / Enterprise: A One-Shot Expansion (Alpha)
« on: December 02, 2011, 06:00:03 pm »
I finally decided to take a crack at designing some Dominion fan cards. This makes me a huge hypocrite, since I generally avoid fan cards like the plague. Anyhow, I got a bit carried away and designed an entire small (150 card) expansion. Unfortunately, I have not yet had the opportunity to playtest any of these, so I apologize in advance. I mostly just want the community's feedback about whether these cards appear overpowered, underpowered, or just plain boring.

The theme of the expansion is one-shot cards, so that's a strike against it right from the get-go. As Donald X. has stated, one-shots are not a good theme. Some people just don't like the fact that they don't get to keep the cards they buy. I've tried to overcome that by using one-shot mechanics in more interesting, less harsh ways. There's only one card in the set that's always a one-shot, and you get it for free when you buy a different card. Some cards can be one-shots (like Mining Village). Many replace themselves with other cards when using their one-shot ability (like Treasure Map). A couple are just unrelated to one-shots. I'm going to avoid commenting on the individual cards in this post, since I don't want to bias perceptions concerning what each card is all about.

Thanks for any feedback you provide!

Missionary
Types: Action – Reaction
Cost: 2
+1 Coin. Reveal the top two cards of your deck. Discard one of them and put the other one into your hand.
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When another player plays an Attack card, you may reveal this from your hand. If you do, trash down to 3 cards in your hand.

Mill Town
Types: Action
Cost: 3
+1 Card. +2 Actions. Discard a card. You may reveal 2 or more Coppers from your hand. If you do, gain a card costing exactly 1 Coin per Copper card revealed.

Prospector
Types: Action
Cost: 3
+2 Coins.
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If this is in play at the start of Clean-up, you may reveal a Gold from your hand. If you do, trash this and gain 2 Gold cards, putting them on top of your deck.

Aqueduct
Types: Victory
Cost: 4
Worth 2 VP.
----------------------------------------------------------
When you gain this, reveal the top 5 cards of your deck. Discard all revealed Victory and Curse cards and put the rest back on top in any order.

Fund
Types: Treasure
Cost: 4
Worth 2 Coins. +1 Buy. When you play this, discard your hand.
You may trash this card immediately. If you do, all cards cost 1 Coin less this turn, but not less than 0 Coins.

Mercenaries
Types: Action – Attack
Cost: 4
+2 Cards. +1 Action. Each other player reveals the top two cards of his deck, discarding one that you choose and putting the other back on top.
You may discard a Treasure card from your hand. If you don't, trash this card.

Tinker
Types: Action
Cost: 4
+1 Card. +1 Action. Reveal the top card of your deck and trash it.  You may trash this card. If you do, gain a card other than a Tinker that costs up to 2 Coins more than the revealed card, putting it on top of your deck.

Barracks
Types: Action
Cost: 5
Choose one: +2 Actions and +1 Coin; or reveal cards from your deck until you reveal an Attack card, discard the other cards, then play the Attack card.
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When you gain this, gain an Conscripts card.

Cathedral
Types: Action
Cost: 5
+3 Cards. +1 Action. Put 2 cards from your hand on top of your deck.
You may spend a Cathedral token. If you do, trash the top 2 cards of your deck.
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When you gain this, take a Cathedral token.

Inventor
Types: Action
Cost: 5
Choose one: +3 Cards; or +1 Action and set this aside on your Inventor mat.
----------------------------------------------------------
When you gain this, set it aside on your Inventor mat.
At the start of your turn, you may remove this from your mat and put it into your hand.

Monopoly
Types: Action
Cost: 5
+2 Coins. Trash this card. Name a Kingdom card. The player to your left reveals then discards the top 5 cards from his deck. For each copy of the named card revealed, gain a Gold, putting it on top of your deck.
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When you buy this, trash a Kingdom card from the Supply.

Tax Collector
Types: Action – Attack
Cost: 6
+1 Buy. +2 Coins. Each other player with at least 5 cards in hand trashes a card from his hand costing 2 Coins or more (or reveals a hand with no such cards). He may gain a card costing less than it that is not a Victory card.

Conscripts
Types: Action – Attack
Cost: 0*
+2 Coins. Trash this card. Each other player gains a Curse.
(This is not in the Supply.)

EDIT: Cards revised on 02/16/2012

122
Dominion General Discussion / Counting House and Hinterlands
« on: November 15, 2011, 07:46:43 pm »
It seems to me that a lot of the Hinterlands cards have decent synergy with Counting House. Cache and Ill-Gotten Gains are obvious. They gain you Copper. Oasis and Inn work like miniature Warehouses, allowing you to freely discard Copper which you can then put back in your hand. In addition, a well-timed Inn gain may allow you to put a Counting house back into your deck when most of your cards are in your discard pile. Cartographer can potentially move several Copper cards from your deck to your discard pile. Mandarin and Scheme can both allow you to save your Counting House until you're close to the end of your deck, although with Scheme you need to play the Counting House first. Stables both puts Copper into your discard pile and can draw Counting House.

What's your take on these interactions. Are any of them worthwhile?

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